Favorite Houserules / Additional Rules / Grey-Area Considerations?

Homebrew and House Rules

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Hi. I'm compiling a list of houserules, additional rules, and grey-area considerations for when I GM. I want to know what are your favorites.

Also: How do you handle PBP? There isn't a solid rulebook to it. Just a set of unspoken rules and regulations.

Rangers have the full selection of animal companions

Weapon finesse and agile maneuvers are one feat.

TWF scales as long as you have the requisite Dex score.

Those are all I can think of off the top of my head, if I remember more I'll post again.

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I have a big list. Here are some of my favorites:

Characters get one feat per level, mot one per half level. Monsters get extra feats, too.

The features of the vital strike feat chain are given free to anyone with the requisite BAB, not bought with feat slots.

Humans do not have a monopoly on crossbreeding. Hybrids (a race covering all core race interbreeding) do not have to have any human ancestry at all, and neither do amalgams, aasimar, tieflings, sylphs, oriads, undines, ifrits, and fetchlings. Their ancestry can be that of another race or races. This decision has no effect on the class features of those races. It effects character appearance, culture, and backstory only.

Psionics Unleashed materiel is allowed.

A paladin's fall from grace takes a long time, with the character losing paladin abilities for antipaladin abilities one by one as she descends further and further into unacceptable actions, until finally there is nothing left of her paladin abilities whatsoever. The GM decides when a paladin begins to fall, and the GM will not have a paladin begin falling without warning her about her actions so that she may avoid falling, unless she does something extremely evil, like genocide. Redemption works the opposite way, with antipaladin abilities being traded out for paladin abilities one by one as the paladin steadily ascends towards the path of good. I also allow a paladin to be created with some antipaladin abilities for players who want to play a character who does a lot of morally questionable things for what she believes is a good purpose, and who is neither wholly paladin or wholly antipaladin.

The atonement spell does not exist. Anything that requires it's use is handled via RP.

No time stop, wish, or miracle spells, including limited wish or minor miracle.

You may reroll a failed knowledge check if you come across a source of additional information such as a book or an overheard NPC comment.

There is no level or stat loss when being raised from the dead. However, it does cause mental stress. Roll a will save (DC 10 + character level + days dead). If you fail, you gain an insanity (3.5 Unearthed Arcana insanity, not Gamemastery Guide insanity). Insanities are not determined randomly. Instead, the GM talks with the player to see which insanity the player is most comfortable roleplaying, and gives the character that insanity. Characters who are raised from the dead have no memory of what happeed to them after they died. The fate of the dead is unknown to mortals.

Sneak attack works differently. For every dice of sneak attack damage a character has, a character instead gains +1 to attack rolls and +2 points of damage. Sneak attack still applies in all the usual circumstances, and "dice" can still be sacrificed for other effects if the character has the ability to do that.

All medium armor uses the stats for either hide or breastplate, and all heavy armor uses full plate stats. Armors can still be made out of unusual materiels (such as adamantine or mithril). The reason for this house rule is that there is no reason to wear medium armor that isn't a breastplate (unless you are a druid or first level character) or heavy armor that isn't full plate once you have the gold for it, and I dislike that, so I prefer for medium and heavy armor to have the same stats, with the differences being aesthetic. That way, you can wear chainmail instead of a breastplate or heavy lamellar instead of full plate without being less effective for it.

When leveling up, you may either roll HP or just assume an average roll (which is half of the maximum dice roll, not a fraction). It is the player's choice.

Ammunition, food, and water is not tracked unless scarcity is important to the adventure. Spell components are only tracked if they have a specific cost or scarcity is important to the adventure. If I decide to track resources, I will inform you ahead of time.

It may not be a houserule, but I like letting players who invest in Knowledge skills have some sort of edge when fighting things they'd know about. Especially Bards; giving that player LOTS of face time outside of combat to help show off the "jack-of-all-trades" aspect of the class I've found really helps them enjoy the character a lot more.

Additionally, if you like using miniatures or a mat, I've found that having the players each pick out a different colored 8-sided die for their character with enemies as 6-sided for medium, small 6-sided for small, and 12's for large creatures helps keep track of initiative, keeps things from getting cluttered by swords and other miscellaneous things, and each player really gets to imagine their own guy outside of a sort of fixed miniature that may or may not represent how they envision their character.

I've also been toying with the idea of giving profession skills and heal more use; as is you don't do much with profession outside a trickle of income and heal is really just treating bleed and caltrops. Stuff like letting someone with profession(soldier) roll to shout commands or give a bonus on various maneuvers.

For heal, I treat damage up until 50% hp as the characters and monsters not actually getting hit, but becoming more tired or outmatched until they actually get stabbed. With that I let PC's use heal checks to gain life outside of combat if they're above 50% (bandaging small cuts, wrapping a rolled ankle, etc.), but they have to use healing magic if they're below 50%. The checks are high so they have to invest, and I scale encounters a tad higher, but I feel like it's really no different than packing cure light wounds wands.

Anywho, I don't really have specific houserules, more like lenience and finding a way to let a player do exactly what he wants--if it's feasible--as long as he can make a check or give me a convincing way to make it happen. I also hate tracking ammo and encumbrance and spell components. By 5th level you can fart 10 gold, and it just adds time and bogs the game down in my opinion.

Don't track mundane ammunition, assuming that characters have just enough ammunition to shoot as much as they want but not to do silly things with it. Give average HP (rounded up) on level-up.

Familiars can sort of go into a limbo state during combat. (Different players fluff this differently, typically de-summoning or hiding in the robes) where they're not affected by anything that happens in the combat (unless their master dies outright) but can't do any normal familiar stuff besides granting their static bonuses. (The soul link is still there.) This rule primarily exists as a bit of leniency for witches. I want bad guys to be able to use area spells without me accidentally turning the witch halfway off for a while and costing the witch too much permanent character investments.

I think that's it for solid houserules. (Is the average HP thing even a houserule?) There's tons of stuff I do on a case-by-case basis, including allowing for some quantity of retraining.

As for not house-rules: If someone's character regularly can apply buffs or debuffs of known magnitude, I like to make index cards that they can hand out to players or put next to enemies on the initiative list to track that sort of junk better.

I track encumbrance only in cases where just by eyeballing it it's obvious that you're at least toting a medium load or where your basic kit of stuff you're always carrying brings you right up to the edge.

Grand Lodge

Pathfinder Adventure, Rulebook Subscriber; Pathfinder Battles Case Subscriber

All spellcasters use Charisma to determine spell save DCs. It's the force of your personality that makes them hard to resist, not your intelligence or wisdom.

Paladins cast spontaneously from their entire spell list.

Multiclass characters do not get a +2 for each new class with good saves, only gaining a +1 at the first level. Progression continues as normal afterwards.

When a character crits, the first damage die is maxed, all others are rolled.

In my groups we use the critical fumble houserule (on a natural 1 on attacks you roll a DEX check DC 10, if you fail something bad happen, usually you loose your weapon, end up prone or hit an ally).

We give the players the choice of rolling hp or taking the mean value.

Montana MacAilbert wrote:
Sneak attack works differently. For every dice of sneak attack damage a character has, a character instead gains +1 to attack rolls and +2 points of damage. Sneak attack still applies in all the usual circumstances, and "dice" can still be sacrificed for other effects if the character has the ability to do that.

Wow, this seems really powerful. The real problem of rogues is the inability to hit: with this they will have an higher attack than fighters...

I thought about giving rogues a boost: how is this houserule working in your campaign? Isn't it too powerful? I'm especially thinking about TWFing...

TriOmegaZero wrote:
Multiclass characters do not get a +2 for each new class with good saves, only gaining a +1 at the first level. Progression continues as normal afterwards.

Oh, right, I do this too. I actually do it using the formula the game appears to use: When you take your first level in a class that has a good save that you don't have a class with a good save for yet, you get +2 to that save. So if you have a bunch of levels of classes with bad fort saves, you get +2 when you take your first fighter level. If you later take a barb level, you don't get the +2 again. Basically, the formula for your saves is 1/3*X + 1/2Y + K, where X is the number of levels you have in a class with the save as a bad save, Y is the number of levels you have in a class with that as a good save, and K is 0 if you have no classes that have that class as a good save, and 2 if you have at least one. The whole thing is rounded down at the end. This formula works perfectly for single-classed characters, exactly replicating the game's tables for them.

Also, if you multiclass between two classes with the same non-full BAB progression, like rogue and bard, your BAB advances as a character with that BAB progression, so a rogue 1/bard 1 has +1 BAB, not +0. The actual rule I use is that your BAB is, as suggested by the labels 3/4 and 1/2 for BAB progressions, .5*X + .75*Y + Z, rounded down, where X, Y and Z are your total levels in 1/2, 3/4, and full BAB classes, respectively. This formula works correctly for single-classed characters, of course. This is another one that I think might be a real rule, but I can't find it mentioned anywhere.

Taken together these changes make it so that heavily multiclassed characters don't have unusually high (or unbalanced) saves and unusually low BAB.

Crysknife: yes, that rule makes sneak attack vastly overpowered. But hey, she has rules for making paladins easy mode too.

Just my favorites:

Ability checks, and most other checks where the die always matters more than the bonus, are done with 3d6. This includes initiative. This rewards people who focus in abilities.

Weapon finesse is a property of the weapon. Agile Maneuvers is no more. Just choose which stat you want to use when you use the maneuver. Extra Feat at first level.

Charisma checks can be Luck checks.

@Cheapy: So the difference between 1d20 and 3d6 is primarily because 3d6 has a higher chance of averaging out?

This is a great list guys. Keep it coming! 8D

I agree with cheapy that it makes sneak attack too powerful.

Here's a variant which makes the Heal skill more useful. This patently increases the power level of the PCs, but if the GM's okay with that, it adds a nice little additional mechanic to the game:

When you use a cure spell (any spell with the word cure in its name) to heal a character, you may make a Heal check. The cure spell heals the target of additional hit points depending on what your check result is. The target regains additional hit points equal to the check result, minus 5, divided by 5 (round down), times the level of the cure spell. For example, a cleric which casts cure moderate wounds (2nd-level) and gets a 22 on his Heal check heals 6 additional points of damage in addition to whatever amount the spell would normally heal. This does not increase damage dealt by the spell against undead creatures. A heal check may be made when using a spell completion item, but not a spell trigger item. The casting time of the spell (or completion time of the item) increases to one full round action if you want to make a Heal check as part of the casting.

Inflict spells which are used to heal undead gain the same benefits if the spellcaster makes a Heal check.

The calculation may seem complex, but it really just comes down to the following (times the spell level).

Check  HP
10-14   1
15-19   2
20-24   3
25-26   4
...and so on.

Grand Lodge

A metric buttload. Will post later when off my device but a big one is usi g E7 (instead of E6). I have a lot more... Many of them provided by threads like this.

I like that iziak but it seems like the healer might want a table.

Yep. It's hard to beat the curve on luck alone. But it means that people who focus on a stat will usually do well. Someone with 18 intelligence, well into the super genius level, should not have a 30% chance to fail a dc 10 check.


I personally really like the sneak attack modification. Rogues are among the most useless class, starting round level 6, and with this small change, they now have some viability in combat, which is a very good thing, imo.

Pathfinder Rulebook Subscriber

All characters have a Luck Attribute. LUCK is generated by rolling 3d6. Each +1 of luck or -1 of luck can be used once per game session (+'s by the player, -'s by the GM). When a character levels, roll 1d20. If you roll higher than luck, luck increases by 1 (by 2 on a nat 20), if below, decrease by 1 (by 2 on a nat 1). If luck reaches 3 the universe b@+@*-slaps you (something bad happens, your karma slate is wiped clean, roll 3d6 and reset luck). If luck reaches 18 the universe smiles up on you (something good happens, your karma slate is wiped clean, roll 3d6 and reset luck). A use of either can do any of the following
a) Autoconfirm a possible critical (either player's (+) or enemy's (-)).
b) Negate a confirmed critical (either enemy's (+) or player's (-)).
c) Reroll a failure (either player's (+) or enemy's (-)).
d) Negate a critical failure (either player's (+) or enemy's (-)).
e) Autoconfirm a possible critical failure (either enemy's (+) or player's (-)).
f) Auto-stabilize at negative (either player (+) or enemy (-)). When used by an enemy, the PC's believe he is dead.

Detect Magic cannot sense illusion spells until the character interacts with the illusion, until then, the illusion fools the player's senses and prevents the detect magic spell from alerting them to the aura of the illusion. An item that has been enchanted with an illusion spell, but which is not actively using it's abilities, can still be sensed by
detect magic.

Attribute points given every 4th level can, at the players choice, be traded in for a feat. However, the player may not do this twice in a row. For example, if he traded in his 4th level attribute for a feat, he would have to take the 8th level stat adjustment, but could trade in his 12th for a feat.

Teleport requires a specific Teleport Node as the destination. Each node has a strength rating, from 1 to 10. This rating is added to the caster's effective caster level when casting Teleport while standing on a node. Teleport line of sight does not require a Node. Teleporting without a node is possible, but the chances for a mishap increase dramatically. Scrying does not count as 'line of sight'. This removes the entire concept of 'scry and fry' from the game (at least without a major chance of mishap). It also vastly increases the teleport range when teleporting from node to node (my world is a rather large low density planet, so it's got huge continents and even bigger oceans).

The game will use weapon groups. Here are how weapon groups work.
When you take your first level in a class, you gain a number of weapon group proficiencies based on that classes BAB progression as listed below. All characters are proficient in Unarmed Combat (punches), and in any natural weapons they possess (such as claws on a Catfolk). All characters are also proficient with Simple weapons.

Full BAB characters get 4 weapon groups.
3/4 BAB characters get 2 weapon groups.
Half BAB characters get 1 weapon group.

When multiclassing, you gain half the number of weapon groups (rounded down). All feats that are normally by weapon (weapon proficiency, weapon specialization, weapon focus, exotic weapon proficiency, etc) instead operate by weapon group. So, for example, if you take Blades, Heavy and then Exotic Weapon (Blades, Heavy), you are proficient with all heavy blades, including bastard sword (one handed) and Elven curve blade.

Now that I'm on a computer and can link, this is an option I give to rogues in my campaigns.

Opportunities Aplenty.

Added bonus of not making the rogues better fighters than the fighter ;)

Liberty's Edge

I always have my players reroll 1s on healing.

Dark Archive

Squawk Featherbeak wrote:

Hi. I'm compiling a list of houserules, additional rules, and grey-area considerations for when I GM. I want to know what are your favorites.

Of the ones we use, my favorites are:

* Unearthed Arcana Traits, Flaws, and Class-Based Defense.

* 1 Free Book of Erotic Fantasy Feat.

* 1 Feat is Retrainable at each new level

* Teamwork Benefits from PHB2 & Heroes of Battle

* 28 point buy. Appearance is a 7th attribute.

* Cohorts don't earn XP or treasure, they level with and are given treasure by their PC; cohorts cannot have item creation feats.

We use Half HD+1+Con per level for hit points after 1st level, but I tend to think max HD every level is a better idea, personally.

Cheapy wrote:

Crysknife: yes, that rule makes sneak attack vastly overpowered. But hey, she has rules for making paladins easy mode too.

Just my favorites:

Ability checks, and most other checks where the die always matters more than the bonus, are done with 3d6. This includes initiative. This rewards people who focus in abilities.

Weapon finesse is a property of the weapon. Agile Maneuvers is no more. Just choose which stat you want to use when you use the maneuver. Extra Feat at first level.

Charisma checks can be Luck checks.

Very nice. I wish I could convince my GMs to do the same...

About rogues: yes, I agree that's overpowered, but I believe rogues need some help, what do you think?
With this houserule, compared to a level 20 fighter (with gloves of dueling, without power attack) the rogue would be more or less at -2 to to hit and +10 to damage.

Here are my Pathfinder Houserules:

-Combat Expertise and Power Attack is removed from the prerequisites for all Combat Maneuver feats (I want to encourage their use, see below as well).

-You only provoke attack of opportunity for moving, casting a spell and making a ranged attack in a creature's threatened space. You also provoke when you fail to perform a combat maneuver (as opposed to initiating one as before). Every other thing that provoked before, no longer does. There are things that might, but are situational, that could provoke but those are up to the DM.

-Weapon Finesse is removed from the game. All characters can use either Dex or Str for finesse-able weapons. Rogues and Dex Monks/Fighters rejoice!

-Natural Spell banned.

-Vital Strike tree is condensed into one feat. Vital Strike now scales based on the number of attacks you get from BAB after the first.

-Each PC gets +1 point buy point per level. These can be saved up to increase stats further like normal point buy. So a 4th level PC built with 15 standard point buy will have an effective 19 points to spend. This replaces the +1 stat increase every 4 levels.

Sean K. Reynold's step level advancement.

-Harvesting poisons. With a Survival check, a PC can harvest the poison from a dead creature. The DC is 10 + CR of the creature to harvest 1 dose of that creature's poison (or DC 20 + CR for powerful creatures, subject to the DM's discretion). For each time the PC beats the DC by 5, they harvest one additional dose. An Alchemist applies a Competence bonus equal to his Alchemist level when harvesting poisons.

-Any Conjuration (Creation) spell that does instantaneous damage or has an energy descriptor (such as Acid, Fire, Cold, Electricity, Force, Sonic) that deals primarily damage is now an evocation spell. Such spells effected are:
-Acid Arrow
-Acid Fog (changed to Reflex save for Half Damage each round)
-Acid Spray
-Fire Seeds
-Incendiary Cloud
-Acid Pit (may make this both schools) APG
-Aqueous Orb APG
-Clashing Rocks (may make this both schools) APG
-Geyser APG
-Stone Call
-Tsunami APG
-Wall of Lava APG

-Any spell with subtype of Conjuration (Healing) is replaced with the new subtype, Necromancy (Healing).

-Mage Armor spell is an Abjuration spell now, not Conjuration as it was before.

Sovereign Court RPG Superstar 2011 Top 32

When rolling HP, you can discard your original roll and have the GM roll again, but you must take the reroll. Slightly ups the average hp of the characters. We do the same thing with healing, allow one reroll per effect, but you must take the second (GMs) roll. Having the GM do it allows for fudging behind the screen for characters who have been really unlucky with hp.

Familiars gain feats based on their effective HD.

Bane weapons count as the higher enhancement bonus even for penetrating DR (ie, a +1 bane weapon counts as silver and cold iron against the baned creature). This may be how it really is supposed to work for all I know.

Soullos, one thing a GM of mine did to fix Natural Spell was to make it a metamagic feat. Sounds like you might want to consider that too :) It was +0 spell level, but you couldn't cast it unless you were in wild shape form.

? I haven't gotten issues with Natural Spell yet. What are they and how does changing it into a metamagic feat change this?

Cheapy wrote:

Now that I'm on a computer and can link, this is an option I give to rogues in my campaigns.

Opportunities Aplenty.

Added bonus of not making the rogues better fighters than the fighter ;)

You ninja'd me.

I like your mechanic. That said, I still think that even when sneak attacking the rogue is a bit behind the other classes, and I don't think that's how it is supposed to be.
Well, I'll ask you about it in the other thread.

It's not as large an issue anymore in PF, due to the changes to Wild Shape. But it allowed Druids in 3.5 to be both melee beasts and full spellcasters.

Liberty's Edge

We have a few at my table:

We roll 4d6, drop the lowest, reroll 1s for Ability Scores

PCs and Monsters all have max HP (this came up after we had a campaign where an unlucky Barabarian ended up with HP comparable to the Mage in the group). Plus, our groups tend to run a little powerful, so the extra HP, evens things out a bit for resource usage, etc. (plus we're curently in Kingmaker, so it's easier for the group to justify a 15-minute work day while exploring, etc.)

Critical Fumbles:
If you roll a natural 1 on an attack roll, you roll again. If you hit the AC on the second roll, it's just a miss, but still ends your turn. If you miss on the confirmation, then it is actually a critical fumble.
We use the critical fumble chart from the old 3.5 book (Unearthed Arcana, I believe)


Balanced and Skewed Attacks
When taking the full attack action with multiple attacks, you have a choice:

Skewed attacks work like the rules-as-written, with the first attack at the highest BAB, and each subsequent attack at -5 from the previous.

Balanced attacks are all at the same bonus. You can make a maximum of two balanced attacks, plus additional attacks from two weapon fighting, rapid shot, etc.(which apply their own -2 modifiers).

At BAB 6, the penalty applied to both attacks is -2.

At BAB 11, the penalty drops to -1.

At BAB 16, the penalty is 0.

"This method returns results that actually increase damage by up to 15% across the vast majority of monsters that the fighting man will face. ... Against the edge cases—that is, monsters who are so easy to hit that you only miss them on a natural 3 or less, and monsters that are so hard to hit that you only hit them on a natural 18 or more—the expected damage goes down."

— Trailblazer RPG PDF

Critical Hits, Fumbles, and Cards
If you roll a natural 20, you draw a card from the "Critical Hit Deck". This effect is applied and has no bearing on the critical hit RAW. Think of these as "Natural 20 Cards". If the card effect includes a damage multiplier, this is ignored unless it is the only effect of the card.

If you roll a natural 1, you draw a card from the "Critical Fumble Deck."

A character with multiple attacks only risks a fumble on their first attack of the round. All subsequent rolls of a 1 are still treated as an automatic miss, but you do not suffer the effects of an additional fumble card. If you start a full attack and suffer a fumble, you may "abort" to a standard attack, or continue with your attacks.


Virtual Feats
Virtual feats are special GM-designated feats. Any character who meets the pre-requisites of a virtual feat may act as though they have that feat for both effects and pre-requisites.

The following feats are virtual feats in this campaign:
Combat Expertise (int 13+ waived), Heighten Spell, Two-weapon Fighting (see Ambidexterity feat, below)

New (and Replacement) Feats
Ambidexterity (Combat)
You wield weapons with equal precision in both hands.

Prerequisite: Dexterity 13+

Benefit: When wielding a weapon in your off-hand, you may deal precision damage with offhand attacks. Additionally, you deal your full strength damage (rather than 1/2) with off-hand attacks.

Normal: Any character can make an additional off-hand attack as part of a full-attack action, plus one additional off-hand attack at BAB +6, +11, and +16. All attacks made during the round suffer a -2 penalty when fighting with two weapons.

If using the Balanced Attacks option (see above), you may take a maximum of 2 offhand attacks. Each attack beyond those two decreases the two weapon fighting penalty by 1. (So if you would have 4 off-hand attacks (at BAB 16), your penalty is 0).

Off-hand attacks receive 1/2 strength as bonus damage, and any inherent weapon damage such as bonus dice from magic effects (Flaming, etc). Precision, feat or class ability bonus damage including Arcane Strike, Favored Enemy, Smite Evil, Sneak Attack, Weapon Specialization, etc. does not apply to off-hand attacks.

Battle Adaptation (Combat)
You excel at changing your tactics to suit upcoming situations. Each day you experiment with new techniques tailored to the expected enemy.

Prerequisite: Any two combat feats

Benefit: After a full night's rest and one hour of rigorous practice, you may select any one combat feat for which you meet the prerequisites that does not require a base attack bonus +7 or fighter level higher than 7th. You are treated as though you possess that feat until you practice another.

The feat effect granted by Battle Adaptation cannot be used as a prerequisite for any permanent effect such as a prestige class or feat. You cannot mimic the effects of Improved or Greater Battle Adaptation using this feat.

→ Battle Adaptation, Improved (Combat)
You have grown even more flexible with your battle tactics, and are able to rehearse even complex maneuvers on short notice.

Prerequisite: Battle Adaptation and any other four combat feats, base attack bonus +8.

Benefit: As Battle Adaptation, except you may practice an additional feat during your one hour of practice, for a total of two feats. This second feat may require a base attack bonus or fighter level of up to 15.

Special: Feat effects granted by Battle Adaptation may satisfy prerequisites for the practiced feat.

→ Battle Adaptation, Greater (Combat)
You have mastered improvisation and may expertly practice a wide variety of techniques.

Prerequisite: Battle Adaptation, Improved Battle Adaptation and any other eight combat feats, base attack bonus +16.

Benefit: As Battle Adaptation, except you may adapt an additional feat during your one hour of practice for a total of three feats. This third feat may require any base attack bonus or fighter level.

Special: Feat effects granted by Battle Adaptation or Improved Battle Adaptation may satisfy prerequisites for the practiced feat.

Brutal Maneuvers (Combat)
You are unwavering in your drive to crush the enemy, even whilst maneuvering for a tactical advantage.

Prerequisite: Base Attack Bonus +1

Benefit: You may combine any maneuver with a standard attack as a standard action. Maneuvers that are normally executed in place of a single melee attack become standard actions as brutal maneuvers. Executing a brutal maneuver does not incur an attack of opportunity.

Make an attack roll that includes any bonuses you have to CMB for the chosen maneuver, and also any modifiers that would apply to your normal attacks for the round (such as a power attack penalty to hit). If the attack roll result was higher than the target's AC and CMD, you deal damage as a standard attack, plus the effect of the maneuver. If your check is below either AC or CMD, the brutal maneuver has no effect.

Special: Creatures of a size other than Medium get a special modifier when executing brutal maneuver. Small creatures have a -2 penalty, and Large creatures have a +2 bonus. For other sizes, simply add twice the creature's special size modifier for CMB.

Hit Points:

Player characters begin with +6 bonus hit points, and the maximum Hit Die roll at first level.

When rolling hit dice, you may disregard any result lower than 50% of the potential result.

Injuries — Variant HP Rule

Luck Points:

At any time the player can spend a Luck Point to:

  • Add or subtract 1d6 from any roll made by his PC or any willing allied PC.
  • Subtract 1d6 from an enemy damage roll.
  • Negate an automatic failure, such as a fumble, by a PC or allied PC.
  • Negate an enemy critical success (cards and bonus damage), which becomes a normal success.

This effect can be used just before the roll is made, or immediately after the roll result is announced, but before any other further unrelated rolls are made. You may spend any number of Luck Points on a given roll, and you may roll Luck Points one at a time until the desired outcome is achieved or you run out of Luck Points.

Using Luck Points does not require any type of action. Luck Points may be used by unconscious, dying, or even dead characters who were involved in the current scene. Once spent, a Luck Point disappears forever.

Each PC and important NPC receives one Luck Point at character creation. You gain one additional Luck Point per level, one luck on your birthday, and you can gain any number of bonus Luck Points through in-game actions.

Acts sometimes rewarded with Luck Points include but are not limited to:

  • Selfless Heroism
  • Ingenious Selfishness
  • Staggering Evil (if in character)
  • Inhuman Discipline
  • GM LOL
  • Honesty (avoiding metagaming at personal cost)

Detect Spells, Invisibility, and Traps:

Divination spells like detect magic and detect evil cannot by themselves detect concealed objects such as traps or invisible creatures. When using detect magic or a similar spell, you get a +5 to Perception checks to notice the trap, and you can find magic traps even if you lack the class abilities to do so.

When dealing with an invisible opponent, use of an appropriate detect spell will reveal the presence or absence of the creature if it is within the area of the spell. The creature still benefits from armor class modifiers and 50% miss chance, and attackers must choose a square to attack — only the presence or absence of invisibility is revealed by the spell.

  • Dex determines to hit bonus for all melee attacks, Str is only for Damage. Weapon Finesse & Agile Maneuvers feats are removed.

  • All SoS spells & abilities that persist for several rounds allow a save each round.

  • Saves and all d6 damage dice are modified by the casters Charisma for all classes.

  • A caster may cast any spell of a spell level that is at least 2 levels below his max spell level without expending it if he extends the casting time to one round. This works only for spells that have a casting time of less than one round.

  • Metamagic feats do not raise the Spell levels but instead force a Will save against the spell with a malus of one per level the spell would normally gain. Failure means this spell can not be cast that round but isn't expended either. Metamagic rods do not exist.

  • We never track mundane ammunition and spell components and familiars are pretty much outside of combat only.

  • Summon Spells/Abilities of each level do not summon a random critter but instead a fixed critter of the GMs choice to be determined in advance and told to the player.

  • Animal Companions are removed. Rangers gain the ability to convert spells into Summon Nature Ally spells spontainously.

  • We have banned the Summoner and the Natural Spell feat.

  • Monks gain +1 to an Attribute for every two levels instead of every 4 Levels.

  • Rogues may choose a single weapon at level one and replace their Rogue BAB with the Fighter BAB with this weapon only.

  • Rogues gain the ability "Hide in plain sight" at level 1.

  • A player may reroll any 1 rolled for HP.

Disclaimer: we use 20 Point buy and never play above Level 12 and only use Core Rulebook and APG. Magic Items are usually readily available to the PCs.

Grand Lodge

Credit where credit is due - LOTS of these ideas came off the Pathfinder forums and the common defences and the common man stuff came off a website I found. I claim VERY little credit for the below.

Combat stuff


Armour and Weapons affecting initiative
Wearing no armour gives +1 initiative bonus
Light armour has no penalty
Medium armour generates a -1 initiative penalty
Heavy armour, a -2 penalty.

The fighter’s “Armour Training” class feature can reduce or remove this penalty.

Using light weapons grants a +1 to initiative rolls. Prepared/Loaded Crossbows also get this benefit for the first round.
Two handed weapons also generate a -1 initiative (Double weapons such as the Quarterstaff, Doublesword etc exempt of this penalty), Longbows (not shortbows) also suffer this penalty.
Spell casting is at a -1 initiative penalty.
When using 2 weapons or combat casting, use the worst criteria.

The fighters “Weapon Training” class feature can reduce or remove this penalty.

Casting spells within Combat
Taking more than a 5ft step when casting requires a concentration check of 10 + spell level, the same as if subject to vigorous motion while casting.

All crossbows do +2 damage at short or point blank range.

Critical Attacks and Bleed
On a critical hit the attacker inflicts 1 bleed per round on their target. Bleeding can be stopped by a DC 15 Heal check or through the application of any spell that cures hit point damage (even if the bleed is ability damage).

Bleeding in this campaign stacks, each bleed effect adding to the last. In the standard rules it does not.

Healing and Healing within Combat
Magical Healing (being magical) fixes wounds, bruises and broken bones without leaving behind scars, bumps or even fusions, it’s perfect healing and leaves you as if you haven’t taken any damage whatsoever. Natural healing (through rest, use of the heal skill etc) will leave behind evidence such as scars and bone fusions where appropriate.

Healing within combat is rolled as normal. All healing outside of combat is maximised, whether it be from spell, ability or potion.

Maiming in lieu of Killing
Characters may use the Coup-De Grace action (with all the limitations therein) to remove or crush a limb instead of killing the opponent. The attack is treated as a critical hit, and if the opponent fails their Fort Save they lose the limb. It’s not an often used option, but it does provide an alternative that can only be rectified by regeneration.

Shields and Reflex Saves
Shields can add their shield bonus to a reflex save for certain saves as advised by the DM.

Special Combat Maneuvers
Only failed maneuvers will provoke an attack of opportunity if the character has not bought the Improved feat for the attempted maneuver. If the attacker chooses to take a -2 to their Combat Maneuver Bonus then they avoid the attack of opportunity even on a miss. This encourages characters to try new options

Players should look at Total Defense (Full-Round Action: No attacks or attacks of opportunity, +4 Dodge AC) [Core Rules pg 186], Fighting Defensively (Full-Round Action: -4 attack, +2 Dodge AC) [Core Rules pg 187], Dirty Fighting (Standard Action: Inflict a condition upon an enemy) [APG pg 320], Drag (Standard Action: move yourself and an enemy straight back) [APG pg 321], Reposition (Standard Action: Move an enemy to another square) [APG pg 322] and the other standard maneuvers in the core rules, as well as skill use in combat.

Unarmed Combat
Check out the Changes to Feats and New Feats section but remember that when in unarmed combat against an opponent without the Improved Unarmed Combat feat, a bonus of +1 to either hit or AC applies.

Amour and Damage Resistance and the effects of damage



Damage Penalties
A character that receives damage in battle loses its capacity to fight efficiently. Be it from weariness or as a result of an injury, the character receives penalties according to its current state. Penalties remain until HPs are restored beyond the point the penalties are triggered.

A character becomes fatigued when the character loses more than 50% of their maximum hit points. If a character loses more than 75% of their maximum hit points then they become exhausted.

These conditions replace those in the Core Rules.
Fatigued = -1 to AC, caster levels for spell results, spell like abilities, save DC and all combat, save and skill rolls. Encumbrance is counted as if the character had -1 Strength.

Exhausted = -3 to AC, caster levels for spell results, spell like abilities, save DC and all combat, save and skill rolls. An exhausted character moves at half speed and cannot run nor charge and consider all casting time as one step higher (swift action becomes standard action, standard action becomes full-round action, full-round action becomes 1 minute etc). Encumbrance is counted as if the character had -3 Strength.

Raging characters ignore these conditions.

As an optional rule is that one injury condition can be ignored by a DC save equal to the Injury (HPs lost beyond that which the threshold condition was triggered) or DC10+ total injuries (which ever is higher) as a swift action each round.

Armour and Damage Resistance
Characters may choose to get additional (limited) protection from their armour –
Light armour DR1, Medium Armour DR2 and Heavy Armour DR3.

However in providing the wearer DR, the armour itself automatically takes damage equal to DR provided. Any DR stacks with character DR feats or abilities but not with DR provided by materials – DR provided by special material never provokes damage to the equipment.

You can also choose to have their armour or shield try to negate a critical hit instead. If you do, either your armor or your shield gains the broken condition (your choice).

Changes to feats and new feats


These changes apply to feats found in the core rules and the APG.

All of the improved and greater feats in the Combat Maneuvers, Vital Strike and Two-weapon fighting chains are virtual feats. You get them automatically once you qualify for them. This means that you only have to buy the base feat, and it will improve as you level.

Only failed combat maneuvers will provoke an attack of opportunity if the character has not bought the Improved feat for the attempted maneuver if the attacker chooses to take a -2 to their Combat Maneuver Bonus. This encourages characters to try new options but characters should also look at combat maneuver feats as well.

Free Combat Feats
Anyone with +1 Base Attack Bonus can receive access to ‘Power Attack’ (Str 13) and ‘Combat Expertise’(Int 13) combat feats without having to purchase them. You can write them on your character sheet if you qualify. This gives players access to certain combat options without needing to buy these feats and makes it easier to buy other feats.

The others are as follows.

Armour Proficiency and Shield
Characters wearing armour or using a shield without having the appropriate feat suffer a double penalty in both armour check penalty and arcane spell failure chance.

Arcane Armour Training/Mastery
This does not require a swift action to activate it. The Eldritch Knight Prestige Class also qualifies for access to the Arcane Armour Mastery Feat.

Cleave and Cleaving Finish
The additional combat attack can be used to deliver a Coup de Grace against the same opponent who has dropped to 0 or less hit points.

Craft Wand
Special: Also allows creation of Rod and Staves. These items can be also enchanted to allow bonus to caster level.

To create a spell focus item that increases the casting level of one school of magics, the object is treated as a +1 weapon. For all spells, the object is as if creating a +3 weapon.

Combat Casting
The +4 bonus to concentration applies to all concentration checks for combat and movement in combat.

Combat Expertise
Bonus to AC also applies an additional +1 to CMD. This is free to any character with +1 BAB and Int 13.

Dirty Trick/Improved Dirty Trick
Rogues and Assassins use their level in calculating their CMB when attempting the Dirty Trick combat maneuver even without buying the Improved Dirty Trick feat.

Using dodge while wearing no armour grants an additional +1 dodge AC. Monks do not benefit from this change.

The weapon or the attack has to be from a source that normally deals nonlethal damage to apply.

Forge Ring
Prerequisites: Caster level 6th. These items can be also enchanted to allow bonus to caster level.

Improved Unarmed Strike
Those with Improved Unarmed Strike fighting those without the feat while in unarmed combat gain either a +1 to hit or +1 dodge AC chosen at the start of each round.

Mounted Combat
Those using this feat also gain a +1 to hit and +1 to damage while mounted. The damage bonus increases to +2 while charging.

Power Attack
This is free to any character with +1 BAB and Str 13.

Snap Shot
Only ONE attack of opportunity is allowed using this feat.

Turn Undead
The DC for undead to make a Will save is equal to 10 + your cleric level + your Charisma modifier.

Vital Strike
This is usable with Spring Attack or Charge.

New Feats

Craft Charm
Prerequisites: Ability to cast level 1 magic.
Depending on the cantrip, level 1 spell or hex used, a charm can be created to grant a ‘one time’ benefit to its user for a single combat, skill or saving throw roll.

The object of the charm (which can be just about anything, including jewelry, an item of clothing, a herb or a salve or potion) must be of 10gp or more (or use that much in material components to empower the object) in addition to the ‘value’ of the spell itself. By adding rare or fantastic components the bonuses granted can more permanent such as becoming a ‘Per day’ item at GMs discretion. Such items radiate very faint magic until the effect is expended.

The spell effect used can never exceed a level 1 spell and the bonus granted, never more than +1 or a single round despite the level of the creator. If a healing charm is created, the healing effect is 1 hp.

Charms take a item slot just like a standard magical item or must be moved to a free hand. Using a charm counts as ‘Spell activation’ unless it is something like a Potion etc that must be consumed in which case normal rules for attacks of opportunity apply.

Improved Monk Weapon Training
Prerequisites: Monk
Using this feat a monk can use a melee single weapon they are proficient in as a monk weapon, gaining all the abilities allowed. Additionally, when using flurry attack with the specific weapon, the weapon uses the same damage dice, critical range and multipler, as well as number of attacks as if the monk were attacking unarmed. Finally if the monk possess the deflect arrow feat, the monk may still deflect arrows even when using a two handed weapon selected for this feat. Feats specific to the weapon chosen are such as Weapon Focus are used. Improved Critical or Keen assumes the unarmed combat critical range as base when calculating the new threat range when using flurry attack.

Insane rage (General)
Prerequisites: Barbarian rage
Effect: You can burn stability points to prolong your rage. While raging you are unaffected by the adverse effects of stability loss (but not wisdom loss caused by stability loss).

Insightful Martial Artist
Prerequisites: Monk
The Monk can use their Wisdom bonus instead of Strength bonus for To Hit OR Damage rolls with monk weapons or unarmed combat. The decision is made when the attack roll is made.

Mental toughness (General)
Prerequisites: None
Effect: Your mind is hardened to shock and you receive a +2 bonus on saves to resist stability loss and insanity, in addition this feat is treated as the toughness feat except it grants bonus stability points instead of hit points.

Music of the spheres (General)
Prerequisites: Bardic music ability
Effect: The DC to resist your bardic music is one higher for Aberrations. You can use stability points to extend the duration of your bardic music.

Quicken Spell-like Ability (General)
Prerequisites: 5th Level
Choose one of the character’s spell-like abilities. The character can use the chosen spell-like ability as a quickened spell-like ability three times per day (or less, if the ability is normally usable only once or twice per day). The ability is a swift action that does not provoke an attack of opportunity.

The character may use only one quickened spell-like ability per round.

Supernaturally experienced (General)
Prerequisites: Arcane or Divine Spell casting ability.
Spell users reduce any amount of lost stability due to magical or supernatural threats by 1 after 2nd level in a caster class and an extra +1 for every 4 levels after that

Changes to Skills and skill usage


Animal Handling
Animal Handling allows the Character to act as if they had the Heal skill when treating animals.

Bluff, Diplomacy and Intimidate:
A PC can use the aid another action with these skills (DC10) to grant one ally a +2 morale bonus to saves to avoid stability loss. This can also be used help in a save roll when a player is attempting to shake themselves out of a condition caused by stability loss (DC15, See the Horror in Pathfinder – or Mental Stability rules).

A roll can be made to remove Injury Penalties. See the Changes to Combat section under Injuries.

A healer may also restore lost mental stability using the heal skill if they possess Skill Focus: Healing as a feat. In calm surroundings, targets regain stability at twice the normal rate when aided by the heal skill; this has a DC of 20. They can also use a full-round action and make a DC 20 (DC 25 in stressful situations heal check to restore 1 point of stability to an ally, restoring an additional number of points equal to his wisdom modifier if the DC is exceeded by 5 or more. Using the heal skill in this manner may only be done once per day. It may also be used as a full-round action to grant an ally a +4 bonus on his save to snap out of a condition caused by lost stability.

Finally they can help a character recover from insanity (See the Horror in Pathfinder – or Mental Stability rules).

Knowledge (Arcane/Dungeoneering/Historical/Local/Planes/Religion):
A character who makes appropriate knowledge checks to recognize what he is up against gains a +2 insight bonus to saves against stability loss from that particular threat unless the threat is 4 or more CR’s higher than the average character level in the party, in which case he instead gain a -2 penalty on his saves. Other bonuses are possible too.

Craft / Profession
This skill also gives a complementary bonus of +2 to Appraise or Knowledge skills that relate to the profession.

Using Skills
Sometimes players want to do things we with their skills that are either impossible according to the rules, at least for a character without a certain feat. For example, no matter how hard a character tries, he can’t use Bluff to feint in combat as a move action without Improved Feint. These options combined with player ingenuity and DM adjudication help make skill use more flexible without introducing rules bloat in the form of new feats.

Calculated Risk
You can take a calculated risk on one check to make a follow-up check easier. You accept up to a -5 penalty (or +5 DC bonus) to the first check in exchange for a up to +5 bonus (or -5 DC penalty) to the second check. The two checks must be related and on the first, penalized check cannot be a check on which you take 20. Calculated risks require some narrative imagination and common sense adjudication by the DM. Failure in the first check means the penalty carries to the second check without any bonus. The penalty and bonus are directly related. The second check must also be performed regardless of the success of the first check if possible.

Example: A character faces a difficult climb. He uses Perception to look for handholds along the climb route, taking a -2 penalty against the DC set by the DM. If successful, he finds a suitable route and gets a +2 bonus on a Climb check. A sense motive check against an official could be used before a diplomacy check would be suitable as well.

Fast Task
You reduce the time needed to complete the check by accepting a -5 penalty to check or a 5 bonus to the check’s DC. If the check is normally a full-round action, it becomes a standard action. An standard action becomes a move action, while a move action becomes a free action. For checks requiring time in rounds, minutes, or longer, reduce the time needed by 25 percent per -5/5 modifier, to a maximum 75% reduction.

Example: Using Bluff to feint in combat is usually a standard action. A character could accept a -5 penalty to his check in order to feint as a move action. Opening a lock is normally a full-round action. If the rogue is in a hurry, he can use fast task to use Disable Device to pick the lock as a standard action. Of course, he first wants to search for traps, normally a move action. Using fast task, he can use Perception to look for traps as a swift action.

Simultaneous Tasks
You can accept a challenge in order to perform two checks simultaneously. To attempt simultaneous checks, make the challenge check, followed by a second check using the same or a different trait. Your secondary check suffers a -10 penalty or a +10 increase in Difficulty. The combined task requires the same time as the longest normal task, so if both tasks require a standard action, you accomplish the simultaneous use in a single standard action rather than two.

Example: A character being grappled by ogre can use simultaneous tasks to use Escape Artist to get out of the grapple and then use Bluff to create a distraction. Both actions take a single standard action to accomplish.

Changes to sneak attack


One of the weaknesses of the rogue is that they can normally only Sneak Attack anytime the target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target.

While sneak attack can do significant additional damage spikes (especially in lower level campaigns where hit points are lower) rogues generally need to an ally to be able to use that class feature.

Now rogues and others can do +2 damage for each D6 of sneak attack dice they are able to use if unable to apply a sneak attack if the target is under the following negative conditions – entangled, sickened, shaken, frightened, panicked, cowering, deafened, dazzled, stunned, staggered, nauseated, fatigued, exhausted, and prone.

If a target is blind, flat footed, helpless, paralyzed, and pinned then normal sneak attack damage rules are applied.

Finally they can also +2 damage for each D6 of sneak attack dice they are able to use it on any critical attack damage after all damage has been calculated if sneak attack does not normally apply.

Common man defences vs the supernatural - GREAT for low magic games...


All sorts of horrible monsters stalk the average fantasy world. Against many of these creatures, the common people have little defense. How do the common folk manage to stay alive when a single mob of shadows could lay waste to the average hamlet?

Adventurers are a big help but Adventurers aren’t supposed to be a dime a dozen. They can’t be everywhere all the time. What common means of defense against supernatural monsters exist?

With many supernatural or abnormal threats someone’s probably going to set some thing on fire in order to destroy it. Fire has a long history of use as a purifier. In the game, fire gets deployed a lot, especially against regenerating monsters and when taking out groups of foes conveniently clustered together in fireball formation. Other monsters, such as mummies, have well-known vulnerabilities to fire.

Some creatures have a lesser vulnerability to fire. Against fire-based attacks, these monsters suffer +1 point of dam-age per damage die. Fire-users need to take care, however. Not all lesser vulnerabilities to fire apply to mundane fire. In these cases, only magical fire causes extra damage.

Holy Symbols
What could be more iconic than the stalwart monster hunter holding a vampire at bay with a boldly presented crucifix? Anyone can present a holy symbol associated with their faith in an attempt to hold supernatural evil at bay. Doing so is a standard action that does not provoke attacks of opportunity targeted against vulnerable creatures within a 30-foot spread who have both line of sight to the presenter and the holy symbol.

If the presenter has faith in the symbol/religion, the presenter makes a Will save which is opposed by the Will saves of the affected creatures. If an affected creature’s Will save is less than the presenter’s Will save, then the affected creature is dazed for 1 round. If the presenter scores a natural 20 on his Will save, all affected creatures within range are dazed for 1 round regardless of their respective Will saves. The presenter can attempt to hold supernatural evil at bay repeatedly.

One cannot attempt this mundane use of a holy symbol while using the channel energy class feature but those who possess the channel energy class feature add 1 to the roll for every D6 of energy they could manifest – which can be counted towards the generation of a ‘natural 20’ result.

Iron (and to a lesser extent, steel) also works quite well against incorporeal undead, as well as the Fey. Normal iron’s properties affect the fey and the incorporeal undead differently:

Normal iron and fey: Normal iron doesn’t bypass DR, but it does harm fey creatures. A normal iron or steel weapon enjoys a +50% bonus to damage rolls against fey. An iron implement (such as a horseshoe) that is held against a fey’s skin for one full round burns the fey creature for 1d6 points of damage. Even touching iron is generally enough to cause pain and possibly inflict a point or two of damage.

Normal iron and incorporeal undead: Normal iron weapons (including improvised weapons) cannot inflict damage on an incorporeal undead, but they can disrupt its form. Striking an incorporeal undead with an iron weapon forces the monster to make a DC 15 Will save. If it fails, the incorporeal undead is disrupted.

While disrupted, the incorporeal undead can only take a single move action each round. It becomes invisible and cannot be harmed by weapons of any type. Magic and channeling energy can still harm a disrupted incorporeal undead. Each round at the beginning of its turn, a disrupted incorporeal undead gets to make a DC 15 Will save as a free action. If it succeeds, it is no longer disrupted and may act normally. A disrupted incorporeal undead gets a +1 bonus on this Will save for each round that it has been disrupted.

Steel weapons may not have the full benefits that an iron weapon does.

Running Water
Some supernatural creatures cannot cross running water. They can’t even use bridges or fly over running water. This is one more reason why most communities are built near rivers or streams.
When confronted with running water, a supernatural creature with this vulnerability can attempt a DC 15 Will save. Success allows it to cross the running water, but the creature is treated as if staggered during the crossing. Failure means the monster simply cannot cross under its own power. It could, however, have a minion or vehicle carry it, but during the crossing the creature is treated as helpless. The monster is only ever allowed one saving throw to cross any particular body of running water.

Many magics can also be ended by running water… immersing the subject of a spell in running water or under heavy rain reduces the duration of a spell by 1 hour for every full round in the water.

Salt purifies and preserves. In some places during certain times in human history, salt has literally been worth its weight in gold. Without salt, food spoils more quickly and sickness and death await. Against certain supernatural creatures, salt has two uses. First, it can form an effective barrier, and salt can also cause damage.

Salt barrier: As a move action that provokes attacks of opportunity, a inch or more width of a line of salt can be poured across a single side of a 5-foot square. Creatures susceptible to salt cannot move across this line using any innate means. This includes all modes of movement as well as spell-like and supernatural abilities. The salt line does not prevent the creature from attacking across the line, however, so salt users had best move back to avoid reach.
Also, while the creature cannot directly affect the line of salt, it can use a variety of means to break the line’s integrity. A gust of wind can blow the salt away or water can wash it away. Thus, in many instances, a salt barrier provides only temporary security.

Contact with salt: Salt susceptible monsters who are exposed to salt’s touch for one full round suffer 1d6 points of damage from the contact of a handful of salt. The touch of a lesser amount is painful to such undead that can acknowledge pain.

Creatures without DR /silver that are vulnerable to silver suffer +2 points of damage from silver weapons (including improvised weapons like a silver candlestick holder). A silver item (such as a silver piece) that is held against a vul-nerable creature’s skin for one full round burns the creature for 1d6 points of damage. This applies to creatures with DR /silver as well as those that are just vulnerable to silver. Shape changers tend to be susceptible to silver.

The sun’s light chases away the darkness and the creatures that live in it. It is the most common defense against supernatural evil, even if one must survive for several hours before it can be put into play. In many folk tales and fantasy stories, all sorts of creatures can’t stand the light of day.

Several creatures already have sunlight vulnerability or light weakness. These game effects are well-defined. Long duration magics are generally greatly weakened or dispelled by sun rise and sun set (each sunrise/sunset is held as an additional 12 hour period), lessening durations accordingly and sometimes drastically. Summoned Creatures cannot last beyond this threshold of time and return to their place of origin.

Before inviting that handsome stranger into the house, make sure he’s not a vampire or some other sort of supernatural beast. Everyone knows that vampire’s (or similar foes) been invited, they can enter at will.

Creatures with a full threshold weakness cannot enter a building unless invited – a partial threshold weakness will greatly weaken the creature if it forces entry. It must be a resident who invites the creature, but not relevant if the invitation is gained via deceit or magic. Of course, this weakness doesn’t prevent the creature from setting the build-ing on fire or sending in minions. Spell casters or creatures that force entry lose a variable number of levels when entering uninvited to a dwelling, depending on the relative strength of the threshold while operating within the protected area – greatly weakening them and making them vulnerable – something that only the most desperate, angry or foolish creatures would risk.

Only personal dwellings are so protected – Inns, places of commerce or areas open to the public offer no protection. Religious sites will have a similar protection but one that is based on the faith of those within it.

Monsters susceptible to iron, salt, silver, and holy symbols can also be kept from entering a building if the appropri-ate item is affixed or poured near the various entrances. Hanging an iron horseshoe over the front door doesn’t just bring good luck. It also helps keep malicious fey out of the living room. One needs to take care that all potential entrances are so warded. The horseshoe over the front door might stop a goblin from entering through a window…. and a well stoked fire should keep them out of the Chimney.

Putting these Common Defenses into play
Since these are the commoner’s methods of defense against the supernatural, it stands to reason that the various methods are well-known. Knowledge of when these defenses are appropriate is generally a DC 10 or 15 check.

If the PCs suspect that they will be facing evil fey, then they may be well advised to stock up on iron weapons and to bring along a sack of iron nails and horsehoes to affix near building entrances. If its known that a monster sighted in the area is one that can also be held at bay by a boldly presented holy symbol, this can be critical to the groups safety , when in desperate situations, even the devout fighter can whip out a holy symbol and have a chance to daze the monster before it can gut the party’s wizard.

Mental Stability (Sanity) in Pathfinder - great stuff for Carrion Crown


Starting Stability
All characters have a stability score of 10 + Will Save + level (minimum 10).

The mental stability of Characters and NPCs can be impacted by extremes of violence or unnatural experiences.

As a PC loses stability points he becomes more and more unhinged and his behavior becomes increasingly erratic. When he first lose stability he will often act nervous, maybe joke a bit about it or start talking rapidly. Some may gasp and swoon, hold their mouths or cover their faces in disgust or shock. Praying or cursing is a common reaction to seeing horrors. Some react with determined anger or silent contemplation.

Someone with low stability will usually act in an odd and even illogical way. Some become distant and difficult to communicate with effectively. Others might obsess over things, usually whatever caused their stability to falter. Some become almost suicidal and hysterical. More unscrupulous characters might turn psychotic, sacrificing the safety of others to serve their own needs.

A shaken character will often physically tremble, his eyes move from side to side in a frantic motion. He may be short of breath and when he speaks he will often stutter or jumble up words. A frightened character may become pale white. He may burst out in tears or bouts of hysterical laughter or screaming. His speech will often be completely incomprehensible. A panicked character will often scream at the top of his lunges. His hair might turn white. He may flail about uncontrollably screaming and crying and gibbering nonsense. If cornered he will usually fall down in a fetal position rocking back and forth while mumbling.

It is important to note that, unlike Call of Cthulhu, Insanity or a lack of Stability does not mean that your character must be retired… it just makes it very likely they will be killed or incarcerated at some point in the future.

The GM may waive Stability rolls based on character experience or background.

Stability and sanity
All characters have a stability score of 10 + Will Save + level (minimum 10). NPC classes do NOT add level.

Each time a character is subject to anything that might result in stability loss he must make a will save or lose stability.

Martial characters have more resistance to physical perils and the DC to resist and stability loss from such effects are treated as one step lower meaning that they can ignore seeing a mundane dead body, blood etc. Likewise characters with magical ability and experience treat supernatural threats as one step lower. There may be some characters who are able to deal with both dangers. This is determined at 1st level by their initial bonus as being to Fort, Will or both.

For instance a Fighter is more resistant to gore and violence, a Wizard more resistant to supernatural events such as hauntings and a Paladin or Monk, having +2 in both Fort and Will saves, is resistant to both… the exception is the Rogue who is resistant as if they were a Fighter.

The save to prevent stability loss is treated as a mind-affecting, fear ability for the purposes of bonuses and penalties to the Will save. Creatures immune to fear or mind-effecting effects gain a +5 bonus to saves against stability loss and reduces the amount lost by half (minimum 1). Class features, feats or traits that increase saves against fear are used in the saving throw.

When you have less than 10 stability left, you are treated as shaken for the encounter, when you have less than 5 you are frightened with the source of your stability loss as the source of the effect. If you have 0 or less stability remaining you are panicked. Penalties to saving throws, attack rolls etc for the condition also apply

If you are immune to fear or mind-effecting effects you are instead fatigued, then exhausted then staggered. These conditions last until you can regain enough stability to recover. Mindless creatures like vermin are immune to stability loss as are creatures immune to ability damage.
The ‘bravery’ fighter class ability reduces any amount of lost stability by the listed bonus to fear saves.

Stability returns at the same rate as nonlethal damage is healed – 1 per level/hour assuming that the character is in peaceful or calm surroundings. Generally a good nights sleep can do wonders.

Events are broken into the following categories.

A mundane shock like being surprised by a dead body or experiencing something frightening like being threatened with violence or experiencing something bizarre such as hearing ghostly voices. These disturbing but not necessarily dangerous experiences have a DC of 10 and a stability loss of 1d3. Seeing single or small groups of strange Humanoid Monsters etc may qualify for this category.

A more terrifying visage like that of a mutilated corpse, witnessing a scary supernatural event, or being in physical or mental peril has a DC of 15 and a stability loss of 1d4. This is the usual check for normal combat or being subjected to harmful magic. Large numbers of humanoid monsters etc, individual or small groups of corporeal undead, supernatural, hideous or large monsters may qualify for this category.

A horrific experience like being in mortal peril, witnessing something horrifying like themselves or others being subjected to torture has a DC of 20 and a stability loss of 1d6. This can be also being subject to a supernatural assault or hostile magical control including magical fear. You must usually make this check if you are reduced below 0 hit points, see the most competent of your party die or such things. Large numbers of large, undead, supernatural or hideous monsters as well as a huge or a larger monster, or aberration may qualify for this category.

A truly terrifying event like being subjected to one of your greatest fears, being forced to kill or torture a loved one, being brought back from the dead or witnessing a terrible supernatural evil has a DC of 25 and a stability loss of 1d10. If you are the lone survivor and must face the horror alone this is the sort of check you must make. DMs may have certain monsters such as demons and so on fall into this category. A save will still result in D3 stability loss.

Mind shattering
The most terrifying experiences like being buried alive or possessed by a malign evil or witnessing cosmic horrors has a DC of 30 or higher and a stability loss of 2d8 or more. A save will still result in D6 stability loss.

When someone reaches 0 stability they need to make a check against the DC of the event that pushed them over the edge. If failed, the victim will generally develop a fear, a phobia, related to the thing or event that pushed them to breaking point. The GM may choose to make it the thing that generated the largest stability loss if the shocks come close together. The experience also lessens their permanent stability by 1. Further stability loss is taken as wisdom damage instead. If you reach 0 wisdom from this loss you must make a new will save at the same DC that lead to the stability loss. If you fail you don’t go unconscious but instead suffers an insanity as mentioned in the GM guide. If you succeed you immediately faint into a comatose state and won’t wake up until your wisdom score is increased to one or higher. A 0 Wisdom its considered that your mind or psyche has been ‘broken’.

Snapping out of it:
A character who gains an adverse condition by losing stability may use a full-round action to snap out of it and recover. This save is made at the original save for the first attempt and can be attempted with +5 DC for each additional attempt. All penalties associated with the condition is also present. A frightened or panicked character can only attempt this save when the threat that caused the condition is out of sight. A staggered character must spend two full rounds to snap out of it. A character who snaps out of it doesn’t regain any lost stability but may ignore the adverse effects of his lost stability until he loses more. Other players may use Bluff, Diplomacy or Intimidate Checks at DC15 to provide a +2 bonus in the characters attempt to snap out of it.

Fainting or temporary insanity
Each time you fail a save against stability loss by 5 or more and lose more than 50% of your current stability as a result, you faint and become unconscious for 1d4 minutes or until you are healed of any amount of stability damage. A character can also be brought back from unconsciousness by using smelling salts, strong liquors etc (a full round action) or a heal skill check DC 10 as a standard action. Any amount of damage (or some rough physical handling as a full-round action) will also immediately awaken an unconscious character. Alternatively, instead of fainting, the character can be affected by a temporary phobia or insanity until healed (such can not be from natural recovery of stability) of any amount of stability damage.

On the DM’s discretion certain characters may be more or less resistant to certain maladies as fitting for their background, alignments and vocations. For example: a good creature forced to harm an innocent would have a higher difficulty than an evil one, and a fighter would probably not falter if someone threatened him with physical violence. Likewise characters may treat certain specific turmoil’s as more potent if they have a personal fear or aversion to the triggering event.

Regaining lost stability:
Stability returns at the same rate as nonlethal damage, but only in peaceful and calm surroundings. Spells that calm emotions and heal ability damage may heal some or all lost stability.

Remove fear can also restore 1d6 points of lost stability and remove the effects of stability loss if so chosen.
A lesser restoration spell restores 1d4+caster level of lost stability.
A calm emotions spell removes the effects of reduced stability and fear for the duration of the spell. This may give a player a chance to regain stability in circumstances that are less than peaceful.
A restoration, greater restoration or heal spell restores all lost stability.

You also can gain permanent stability when successfully banishing or defeating supernatural or magical terrors – for each major accomplishment in a horror Campaign the Characters may be awarded with a permanent stability point (in an adventure path this is usually when an installment is finished). Likewise if a Character achieves a personal goal he may be awarded a permanent stability point.

Phobias and personal fears:
If a character hits 0 stability they may develop phobias and fears against the horrors that pushed the person over the edge. Any stability checks against horrors related to his phobias and fears are treated as one step worse. Even encountering the mundane things invoking his fears requires a check (usually at the lowest DC). The phobia must be something that will be relevant to the game and may actually cause trouble. He may choose the same phobia more than once in which case the severity of the check increase by one degree for each time it is chosen. A compulsion could also be chosen in place of a phobia, if the GM feels it is appropriate.

Permanent stability loss:
Each time a character’s stability drops to 0 or lower, a point is permanently lost. If a characters sanity is broken (dropping to 0 Wisdom) that character loses 1d3+1 permanent points of stability. If a pc dies and is brought back he loses 1d4 points of stability permanently. Only a restoration spell or more powerful magic can restore permanently lost stability points.

Curing Insanity
All insanities have a DC that represents the insanity’s strength. An insanity’s DC indicates the Will save you need to roll in order to resist contracting the insanity when you are initially exposed to it, but also the DC you need to make to recover. Recovering from an insanity naturally is a lengthy process — once per week, you make a Will save against the insanity’s current DC. If you succeed on this save, the insanity’s DC is reduced by a number of points equal to your Charisma bonus (minimum of 1). You continue to suffer the full effects of the insanity until its DC is reduced to 0, at which point you are cured and the insanity vanishes completely.

Lesser restoration has no effect on insanity, but restoration reduces the current DC of one insanity currently affecting a target by an amount equal to the caster’s level. Greater restoration, heal, limited wish, miracle, or wish immediately cures a target of all insanity.

Someone with Skill Focus: Healing can provide an Aid Another bonus of +2 to the victims save if they can succeed in a skill check against the same DC.

Some optional modifiers and ideas for this system.

Strength in numbers:
In combat situations, outnumbering your foe grants a +2 circumstance bonus to will saves to avoid stability loss from being in physical danger.

Fighting for a cause:
If a loved one or a personal ideal is at stake you may gain a +2 circumstance bonus on your will save to resist the horror.

Being able to exploit a weakness of the horror:
If you knowingly possess something that the threat has a vulnerability to then the confidence can provide you a +2 circumstance bonus on your will save to resist the horror.

Getting used to awfulness:
Each time you are subject to stability loss from the same kind of effect or turmoil the GM may rule you gain a cumulative +1 circumstance bonus on your save and/or any stability loss is reduced by 1 to a maximum of +5 to the save and -5 stability loss. The DM may rule that there are certain events you may never get used to.

Frightful presence:
Creatures with frightful presence incur a stability loss at a degree one worse than normal in addition to their normal effects.

Insane insights:
When a pc has suffered wisdom damage due to stability loss he gains an insight bonus to all knowledge checks that involve the nature of the event that triggered the loss equal to half the total number of points lost. He may make the appropriate Knowledge check as an immediate reaction, gaining some insight into the threat if they succeed.

Iron Weapons... working on Iron is cheap, most weapons are steel and masterwork is fine steel. Also good to give villains if the PCs insist on stripping deadun's down to their underdrawers.


Most weapons and armour are assumed to be cheap steel, but iron weapons and armours are commonly available. Iron weapons and armours are 20% cheaper but also 20% heavier. Iron weapons are more easily damaged than their steel counterparts. On the result of a ‘1’ being rolled, the weapon gains ‘Broken’ condition, with any attacks made with the item suffer a –2 penalty on attack and damage rolls. Such weapons only score a critical hit on a natural 20 and only deal ×2 damage on a confirmed critical hit.

If the Simplified Encumbrance rules are being used, iron weapons or armours are 1 point heavier.

Simplified Encumberance - not that simple BUT masterwork armour and shields are better for it.


A character may carry up to its Strength score worth of burden points before being encumbered. Up to twice its Strength score, the character is now under medium encumbrance (character is fatigued or exhausted if already fatigued). Up to three times its Strength score in burden points, the character is under heavy encumbrance (character is overwhelmed).

Shields and armors have a burden value = modified armor check penalty.


Light weapons have negligible burden up to 4 weapons, above 4 is 1 burden point for each 2.
Weapons have a burden value of 1 (if 1-handed) or 2 (if 2-handed), including sheathes.
Bows and crossbows = 2 burden points, including quiver of bolts or arrows.

Characters can buy a single weapons belt, (also can be a bandolier or weapons harness if desired). This provides a -1 encumbrance point benefit (total). It allows ready access to the weapons but assumes weapons are in plain sight.


Coins = 1 burden point per 100 coins
Negligible Items such as spell component pouches, sewing kits, flint and steel, belt pouches etc = 4 items for 1 burden point.
Any smallish item or collection of items (coil of silk rope, set of thieves tools, spell book, extra set of clothes, woolen blanket, satchel, package of 10 torches etc) = 1 burden point.
Trail rations = 1 burden point per week
Water and perishable rations = 1 burden point per day
Any biggish or cumbersome item or collection of items (2-people tent, small wooden chest, keg of beer, battery of cooking gear etc, hempen rope) = 2 burden points.

Any item bigger than that directly causes the character to be medium or heavily encumbered (DM’s call).

Characters may also have a single backpack that provides a -2 encumbrance point benefit (total) against the sum of the equipment packed. A masterwork pack provides a -3 encumbrance point benefit. A sack over the shoulder (for instance) gives a -1 encumbrance point benefit.

An approach to NON magical enhancements to masterwork weapons (for low magic games)


Generally magic weapons and armours will be few and far between but items of extra ordinary quality are available.

Normally at 300 gold coin + the value of the weapon will purchase a Masterwork weapon which provides +1 to hit. These are the equivalent of fine steel.

However master craftsmen can sometimes turn out exceptional weapons. At the cost as if purchasing a +1 weapon (an additional 2000 gold to the masterwork cost) you can purchase a masterwork weapon with ONE of the following qualities. These masterwork items are hard to find BUT much easier to get than magical weapons… and easier still than finding magical weapons that have these qualities. These items are added to the item in the creation process and cannot be added later.

Additionally it is possible that unusual weapon damage or weapon breakage will remove the special property.

This enhancement can only be placed on a melee weapon which is usable with the Weapon Finesse feat. Agile weapons are unusually well balanced and responsive. A wielder with the Weapon Finesse feat can choose to apply her Dexterity modifier to damage rolls with the weapon in place of her Strength modifier. This modifier to damage is not increased for two-handed weapons, but is still reduced for off-hand weapons.

This ability can only be placed on a piercing or slashing weapon. This ability doubles the threat range of a weapon. If you roll this property randomly for an inappropriate weapon, reroll. This benefit doesn’t stack with any other effect that expands the threat range of a weapon (such as the keen edge spell or the Improved Critical feat).

This ability can only be placed on a melee weapon that normally cannot be thrown. A melee weapon crafted with this ability gains a range increment of 10 feet and can be thrown by a wielder proficient in its normal use.

A wounding weapon deals 1 point of bleed damage when it hits a creature. Multiple hits from a wounding weapon increase the bleed damage. Bleeding creatures take the bleed damage at the start of their turns. Bleeding can be stopped by a DC 15 Heal check or through the application of any spell that cures hit point damage. A critical hit does not multiply the bleed damage dealt by this weapon. Creatures immune to critical hits are immune to the damage.

There are magical weapons that have partial enhancements as well – rare and just as valued as any other magical weapon.

Armours can be also similarly non magically enhanced.

Normally they are at the value of the armour + 150 gold coin for masterwork + 1000 gold coin (the value of a +1 suit armour which provides +1 to AC. These are the equivalent of fine steel or supernatural hides for armours and shields.

Non magical armours provides no additional benefit.

Magical armours allow for an extra critical negation benefit – the first critical negates the +1 magical benefit, the second leading to the broken condition as normal.

I am in love with Sean Reynolds step system mentioned earlier. I like to use the PFS rules for Fame and Prestige as well. A session of game play provides a potential 2 Prestige Points for a character to earn over the course of the game session. One of these is tied to participation in game play. The second Prestige Point is conditional and is only gained for exceptional roleplay. In the step system there are four sessions to the level, so characters get 5-8 fame a level. For every 10 points of Fame, a character gains a cumulative +1 bonus on Diplomacy (or Intimidate) checks. The regular benefits can also apply... I also use the PFS job check rolls when applicable for downtime.

Edit - Sean K. Reynold's step level advancement.

My favorite gets its own post:

Injuries - Variant HP Rule:

Injuries Variant HP Rule

What Hit Points Represent: Hit points mean two things in the game world: the ability to take physical punishment and keep going, and the ability to turn a serious blow into a less serious one.
-Pathfinder RPG Core Rulebook

When using this variant rule, there are two types of Hit Point damage:

• represents real physical harm, such as burnt skin, broken bones, and cut flesh.
• results from any confirmed critical hit, any failed saving throw, or the "final blow" that inflicts the dying condition.
• does not recover without mundane or magical treatment. Injuries are healed instantaneously by magic, and can be recovered through the Heal skill's Treat Deadly Wounds option. Mundane or magical treatment cures Injuries and normal HP at the same rate, but injuries are always healed first.

When a creature sustains an injury, subtract the damage amount from its current Hit Points as you would normally. Additionally, subtract the damage amount from the creature's effective maximum Hit Points until the injury is treated.

• represents tiring parries and dodges, deteriorating protective equipment, strained morale and dumb luck; a creature's various defenses get worn down after many intercepted attacks, and this leaves them vulnerable to a more devastating hit.
• results from any Hit Point damage that does not qualify as an Injury.
• recovers completely with a few minutes' rest and refitting.

Special Hit Point Rules
Non-lethal attacks never cause injuries, and deal only enough damage to bring the target to zero HP, at which point they become unconscious. Objects cannot suffer injuries, nor can any entity that lacks a natural ability to recover lost hit points.

In no particular order:

Clerics don't spontaneous cure (or inflict). The can spontaneously change to whatever is on their domain spell lists.

Haste is one level higher on all lists.

No advanced fire-arms.

I sometimes have better versions of most alchemical stuff.

Adamantine sword can NOT cut through castle walls in minutes.

Listed horses (also pony and other mounts) are for generic cheapies. Can by much better horses (stronger or faster or smarter) from specialized breeders.

Most towns will not let you walk around in full plate and armed to the teeth if you are not a noble or local aristo.

Detect evil does NOT legally justify execution. It is an indication of attitude not proof of deeds. So it can be used to indicate where investigations should start.

Re-roll 1's for hit points.

Raise or ressurection always come with a task or quest (especially if from a different religion) in addition to the stated costs.

Kydeem de'Morcaine wrote:

Detect evil does NOT legally justify execution. It is an indication of attitude not proof of deeds. So it can be used to indicate where investigations should start.

While this (and some others on that post) seem more like setting details than house rules, I have to say this is a very good call.

Grand Lodge

Evil Lincoln wrote:

My favorite gets its own post:

** spoiler omitted **

Huge fav of this - I stole that for a home game but chose to go with a simplier system for the moment. Stole your brutal maneuvers as well!!! Great feat!

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We have cure spells do increments of D4+4 instead of D8's,
Same maximum, higher average. Nobody likes a very important Cure Serious Wounds (3rd level spell) in the heat of battle to only heal 8 HP...

Helaman wrote:
Huge fav of this - I stole that for a home game but chose to go with a simplier system for the moment.

Thanks, man! That rule was a group effort for sure.

FWIW, I actually think it is easier, once you get used to it. A lot fewer cure spells and wands to track, in exchange for a special damage type. Getting used to the rule difference is the hardest part. Your mileage may vary.

Evil Lincoln wrote:
... While this (and some others on that post) seem more like setting details than house rules, I have to say this is a very good call.

Agreed. I put them in for the 'GREY-AREA CONSIDERATIONS'

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Pathfinder Maps Subscriber

My houserule is that armor spikes have no reach.

Liberty's Edge

The Rogue!

Any time a Rogue is able to use its sneak attack ability against an enemy, that rogue gains a +1 bonus to attack rolls against that enemy, with the bonus increasing by +1 for every five rogue levels gained (+2 at level 5, +3 at level 10...). Rogues should shine when they sneak attack, and this keeps them up in accuracy with the full BAB classes without giving them the iterative attacks that come with that BAB. I mean, the monk already got this with Pathfinder's flurry mechanic, why not the rogue with sneak attack?

Aid Another

You can use your attack of opportunity for a round to take the aid another action, so long as everyone affected by the action is in your threatened space. Seriously, WHEN was the last time you saw this used past level 2? Let's encourage people to get involved in the combat in more ways!


Allies don't block charges. Who doesn't step out of the way when the barbarian says "COMING THROUGH!" The rules should encourage players to close with the enemy and kill monsters, not make it more difficult.

5-foot steps

Any time a creature only moves 5 feet on its own, that movement doesn't provoke. Too many questions come up about whether or not moving 5 feet is a five-foot step, and this avoids all of those.

Gather Information


Other skills beyond diplomacy can be used to gather information, like perception (overhearing conversations), bluff (trying to make the guard let some information slip), and so on, so long as the player justifies it. This is all information that I, the DM, want the players to have, so giving them additional ways to obtain it makes every town more interesting than just "I gather information" followed by a die roll. Now, the druid is hanging out in the tavern, listening to the sailors talk, the cleric's healing the town's sick and trying to work them for info, the barbarian's cornering street rats and squeezing information out of them... And hey, the Bard can still just roll a diplomacy check and gather all the information he wants, if that's how he wants to play it.

Skill points

All 2+int skill point classes now get 4+int skill points. Skill points are fun and generally don't unbalance the game. Plus, this means that you actually pay a price for dumping your fighter's intelligence all the way to 7.

Weapon Focus, etc.

Feats like Weapon Focus, Weapon Specialization, and Improved Critical now apply to weapon groups, much like the fighter's Weapon Training class feature. This lets the characters "use what they find," which has always been one of my favorite aspects of D&D/PF.

Rage Powers

Instead of choosing a rage power at every 4th barbarian level, the barbarian can instead gain one of the following as a bonus feat: Blind-Fight, Cleave, Diehard, Endurance, Great Fortitude, Improved Bull Rush, Improved Overrun, Improved Sunder, Iron Will, Lightning Reflexes, Power Attack, Run, or Toughness. I find the list of rage powers a little underwhelming except for a few exceptions, so this gives the barbarian a few more options that aren't terrible. The barbarian can STILL take a rage power, you just gain the feats as an extra option.

Iterative Attacks

Iterative attacks are instead 2 attacks at your full BAB, but with a -2 penalty to both attacks at BAB 6, a -1 at BAB 11, and no penalty when you reach BAB 16. This replaces the multiple throwaway attacks and speeds up the turns while increasing damage output. They still start at BAB 6. So, for example, at BAB 6, you get two attacks at +4/+4. At BAB 11, 2 attacks at +10/+10. At BAB 16, two attacks at +16/+16. Natural attacks still follow the default primary/secondary rules. Makes the math easier, the turns faster, and the fighters hit harder.

Oh, and instead of jumping being under acrobatics, climb and jump are lumped into athletics, with acrobatics covering tumbling/evasive movement and falling with style.

These are not my ideas, just stuff I implement into my games from the Trailblazer ruleset.

Pathfinder Companion Subscriber

For our game, we just make weapon finesse part of the weapons. So you don't have to get the feat anymore.

We also put jump in athletics, along with swim and climb.
Escape artist went to acrobatics, who lost jump but stayed the same with everything else.

Liberty's Edge

Ævux wrote:

We also put jump in athletics, along with swim and climb.

Escape artist went to acrobatics, who lost jump but stayed the same with everything else.

Oh, yeah, I forgot about swim. That's lumped in to athletics for my group, too.

Saw a House rule on Magic Bows are Arrows. A Bow's magic enhancement add only to the attack roll and and arrows magic enhancement only applies to damage rolls. Weapon qualities apply to the bow or the arrow as normal as full +X enhancement. Enhancement bonuses cost 1/2 price as they are half the bonus. But you pay full price for the other magical qualities.

I haven't tried this but it seem to make magic arrows actually something worth having in a game.

Pathfinder Maps Subscriber

Forgot (at least) one: I keep the old v3.5 rule that Armor Check Penalty is doubled for the SWIM skill.

This is a great list guys. Gonna come up with the ones I like soon. Aslo I got this in a PBP and I think I like it.

Weapon Proficiency counts as a trait and not a feat.

I thought about it and turned it to this

A player may choose to get weapon proficiency as a trait instead of a feat. However this may be done only at the first level and only once. Any other weapon proficiencies should be achieved through feats.

RPG Superstar 2014 Top 32

A few favorites from my group:

Spellcasters with high enough ability scores to grant bonus spells higher level than they have access to can prepare them in lower level slots. (For instance, a 1st level 16 Int wizard has 3 bonus 1st level slots.)

Vital strike can be used with standard action attacks (cleave, deadly stroke) and spring attacks.

Monks can use Wisdom for attack/damage rolls made with unarmed strikes and monk weapons. They have BAB equal to their monk level when using both.

Sorcerers, oracles, and other spontaneous casting classes with access to 9th level spells cast 1 level for purposes of spells known/per day.

Swim checks can be used in place of Acrobatics to avoid AoOs underwater, and Fly can do so in the air.

Climb and Swim are combined into Athletics.

This is highly relevant to my interests. Dot.

Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Accessories, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Some of my house rules:

The Weapon Proficiency feats don't exist. Instead, you can spend a trait to gain familiarity with a weapon. So, if you're proficient with all martial weapons already, spending a trait gives you proficiency with an exotic weapon. If you're not proficient with all martial weapons, spending a trait gives you proficiency with a simple or martial weapon, while spending 2 traits gives you proficiency with an exotic weapon. However, you can still spend a single feat to become proficient with all firearms.

When using the Ride-By Attack feat, you don't have to charge to the closest square from which you can attack.

Everyone just uses average hit points. PCs round this up, everyone else rounds down.

If a staff contains a spell with an expensive material component, the staff keeps track of "material component charges" separately from its spell charges, and they are recharged in the same way. This makes such staffs much cheaper to purchase or make, and it's not possible to abuse them to get free material components.


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