
JrK |

I'm willing, but I cannot release everything as not everything of my sources is open content. Wouldn't want to breach copyright stuff. I know I altered much of the details but I'm not sure how far that goes to allow me to release it. For instance, I took True Sorcery's spellcasting system, but removed the spell points in favour of the will points which also function as a buffer for mind-affecting SoS spells. I also made a lot of my own spell effects or altered the ones given in the book. But the basic system and the augmentations and so on are still recognizable so I'm not sure to what degree releasing that would be copyright violation.
I think I could show everything except the combat and magic section though.

Can'tFindthePath |

I'm willing, but I cannot release everything as not everything of my sources is open content. Wouldn't want to breach copyright stuff. I know I altered much of the details but I'm not sure how far that goes to allow me to release it. For instance, I took True Sorcery's spellcasting system, but removed the spell points in favour of the will points which also function as a buffer for mind-affecting SoS spells. I also made a lot of my own spell effects or altered the ones given in the book. But the basic system and the augmentations and so on are still recognizable so I'm not sure to what degree releasing that would be copyright violation.
I think I could show everything except the combat and magic section though.
Well, I'd be glad to see anything you want to post. Or you could email it to me, and keep it off the air.

Haladir |

I have a lot of house rules. The one I'd like to share is called "Spell Rarity."
Basically, not all spells are equally well-known. Spells from the CRB are "common," and can be freely chosen. Spells from any other Paizo published source are "rare," meaning that they cannot be automatically picked: a PC needs to either encounter a rare spell first-hand, or create it by independent spell research.
This rule is there to prevent my players (some of whom have more disposable income than I do) from using spells that I am unfamiliar with. That was a big problem in the previous campaign (3.5).

Tim4488 |
I have a lot of house rules. The one I'd like to share is called "Spell Rarity."
Basically, not all spells are equally well-known. Spells from the CRB are "common," and can be freely chosen. Spells from any other Paizo published source are "rare," meaning that they cannot be automatically picked: a PC needs to either encounter a rare spell first-hand, or create it by independent spell research.
This rule is there to prevent my players (some of whom have more disposable income than I do) from using spells that I am unfamiliar with. That was a big problem in the previous campaign (3.5).
That sounds like a pretty good rule, though you should be able to mitigate the problem significantly by using d20pfsrd. Everything is up there, including the APG, Ultimate Combat, Ultimate Magic, even lots of the crunch in adventure paths is there, free and legal and easily searchable.

Anthony Adam |
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One last house rule, I just recalled.
The 3-crit dead rule.
It goes like this...
On a Natural 20 only, doesn't matter what your crit range is, roll again.
If the second roll is another Natural 20, you bypass crit immunities and any DR of the target when determining your damage on the target.
But, Roll again, is your heroic strike about to be legendary?
A third consecutive Natural 20 is instant kill of the target irrespective of how many hp they have.
Oh, and it's a two way rule, GM Monsters get it too! No PC advantages here.

Black_Lantern |

diagonals are 1 square.
Roll hp half or better.
+2 to everyone skill points every level. rogue gets 4 extra instead of 2.
bloodied condition added
leadership and crafting feats removed. Revisions made to encourage roleplay and allow people to look for ingredients to create what they want.
adopted trait banned
master summoner banned
dervish dancer removed, new feat that allows any one handed weapon to be used as if it had the agile property. Prereq weapon finesse.
I also want to merge the ninja and rogue class together.
Perhaps give the fighter an outside of combat buff as well.
Sorcerer casting progress brought up to match the Wizards.
I wonder what I should do about mounted character since they seem weak.

Wildonion |

One of my favorite house rules is the Cinematic Critical Hit. Essentially, if a player rolls a natural twenty on an attack roll and then confirms their critical hit with another natural twenty then the damage for the attack is automatically maximized. It has only happened a couple of times, but it is suitably epic when it goes off. Oh! And it only works for player characters, not for monsters or NPCs. They are the heroes after all.

3.5 Loyalist |

I added a crit chart of doom. Let's see...
Well done, you got the cur with a well placed hit or shot. In the event of a natural 20 (and only a natural 20 for game balance) and a confirmed hit on the secondary roll, the attacker rolls a d100. Critical hits can become augmented and very deadly. Furthermore these crits have consequences upon play and possible actions.
1-40 No modifier change, no bleed. -1 to actions involving body part, -5 foot move if 1-4 on table. For example Osfreed takes a minor critical hit to the right arm (9) with a flanged mace, he is on -1 for attacks with that arm.
41-70 +1 modifier to damage, 1 HP of bleed per round. Part of body damaged. -2 to actions involving body part, -10 move if 1-4 on table. A moderate 41-70 crit with a longsword leads to a x3 modifier, not the usual x2.
71-90 +2 modifier to damage, 2 HP of bleed per round. Part of body crippled/severed/useless. Will fall prone if 1-4 on chart, be unable to attack with arm, be unable to speak (11 or 12: 7-9) or be possibly partially blinded (12: 11-12).
91-95 Taken to -1 HP, 2 HP bleed per round. Lethal attack. Skull cracked, throat cut or pierced, disemboweled. Expertly disposed of, and will likely die very quickly.
96-99 Decapitation or heart strike; groin and abdomen opened; spine or head severely damage. A swift instant death.
100 Supreme death move. Cut in half, splattered, perfect thrust or deadly display seen once in a lifetime. Note: two 20s and a hit lead straight to this.
Location location
For any natural 20 crit, toll d12 to determine the part of the body effected. Or allow the players’ discretion if the Dm allows it. It adds character, when a player always skewers his enemies in the groin or a duelist who often slices open his opponents face. It does not hurt the game, it only enlivens it. Allows players to tactically damage spellcasters if they cleave off their jaw with a well placed axe attack.
1 Foot or shin For leg, roll d12, 1-6 left, 7-12 right.
2 Knee For leg, roll d12, 1-6 left, 7-12 right.
3 Upper Leg For leg, roll d12, 1-6 left, 7-12 right.
4 Groin Sickened -1 to all or -2.
5 Abdomen Sickened -1 to all or -2.
6 Abdomen Sickened -1 to all or -2.
7 Chest -1 (1-40) -2 (41-70) or -3 (71-90) to armour ac if present.
8 Chest -1 (1-40) -2 (41-70) or -3 (71-90) to armour ac if present.
9 Arm For arm, roll d12, 1-6 leading arm, 7-12 secondary
10 Arm For arm, roll d12, 1-6 leading arm, 7-12 secondary
11 Neck Roll d12 1-8 sides of neck, 9-10 windpipe, 11-12 spine.
12 Head or Face For this, roll d12, 1-6 head, leads to extreme
Disorientation (-1 to -2 for all). 7-9 jaw, cannot speak. 11 left eye, 12 right eye. Partial blindness ensues.
By Trevor Wilson
1/04/2009

Detect Magic |
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I also want to merge the ninja and rogue class together.
I've done this, but instead of a ki pool, the rogue gets a pool of "cunning." This ability is entirely Ex (rather than Su), and Int-dependent (rather than Cha). It can be used to the following effects:
— Cheap Shot: By expending one use of his cunning, a rogue can make one additional attack at his highest attack bonus, but he can do so only when making a full attack. Using this ability is a swift action.
— Dirty Trick: By expending one use of his cunning, a rogue can make a dirty trick combat maneuver against any target he has dealt sneak attack damage to this turn, using his rogue level in place of his base attack bonus. This does not provoke an attack of opportunity. Using this ability is a free action.
— Swiftness: By spending one use of his cunning, a rogue can gain a +4 dodge bonus to AC for 1 round. Using this ability is an swift action.
All ninja tricks are now listed as rogue talents, allowing the rogue to gain Su uses for his cunning ability.

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Here are a couple to give melee combat a boost, that I've used.
You only provoke AoOs for Combat Maneuvers if you fail;
You can take a "half-full-attack" any time you could make a single attack normally, such as a charge, spring attack, after a move, with cleave, etc.
I don't recall what the progression I had was, but it was basically 1/2 your attacks, with averaged out attack bonuses overall. Adjusted so you still always get your first attack at full BAB.
Enchanting Costs on one handed weapons and shields are divided by 2. Amulet of Mighty Fists price multiplied by 2/5 (maybe restrict it to unarmed attacks and half price for natural attacks).
--------------
This will get you a more interesting mix of actions in combat, you'll get more movement in combat instead of everyone just standing still to full attack as much as possible, and should help bring up the disparity of TWFers, Sword and Boarders, and Monks up to where the THFers are.
I'd consider allowing people to freely swap any Combat Maneuver for an attack, but unlike the monk, they'd have to use the BAB for that attack instead of their full bab to CMB, and probably with a penalty, like a -2 or something. But I haven't playtested this last part.

JrK |

This will get you a more interesting mix of actions in combat, you'll get more movement in combat instead of everyone just standing still to full attack as much as possible, and should help bring up the disparity of TWFers, Sword and Boarders, and Monks up to where the THFers are.
In that case, nope. I will now THF my longsword (or... a falcata!) and have the cheaper enhancement which will win out in the long run from the higher damage dice of the greatsword.

revloc02 |

adopted trait banned
Sounds like someone was exploiting this, but I am kinda new and I am wondering how?
One of my favorite house rules is allowing an ability score increase every level. There's a dozen things I could say to try and justify it, but I won't because it is over-powered, but it is so fun and that's what counts for us.

3.5 Loyalist |

I'm not using the crit chart in the current game, I'll give it a rest since I've used it for years. One change I did make which so far is reaping benefit is to change the tech up a bit.
Okay, so in this world, the bows both long and short, do 1d6. Longs have better range. So archery is a little less emphasised and less common. Some players take a bow, but not all of them.
What there is instead, is jarids. In this world the thrown tech is a bit better. Javelins are gone, phased out. Instead d8 javelins or jarids are getting quite common, monsters with high strength love them, as do certain human factions. There is one giant roaming empire of cavalry that has spread their use.
http://en.wikipedia.org/wiki/Djerid_%28weapon%29
http://www.sailorinsaddle.com/media/images/product/display_879_PERSIAN_JARI D_JAVELIN_CA_17TH_CENTURY_-_VERY_RARE!!!_633719627302663750.jpg
Another small change, darts and shuriken are made 1d4 piercing plus strength. Good range, but they are used more because drawing and throwing them only takes one standard. So if you have a standard left and a dart, chuck it.

InsaneAngels |
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Gorbacz wrote:If you roll a "1" on a skill check and fail it, it's a funny fumble! Instead of spotting a stealthy rogue, you stare blankly at a random seagull for a while.When playing my ninja character (oh so long ago), I attempted to climb a mountainous pass, but due to a natural 1 on the d20, my DM informed me that my character was distracted by a passing butterfly. He tumbled some distance of course, but was otherwise okay. Still makes me chuckle.
My GM always comes up with the greatest of things. My brother carries around a necklace with a grown mans right nut on it because of it.

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Darkholme wrote:This will get you a more interesting mix of actions in combat, you'll get more movement in combat instead of everyone just standing still to full attack as much as possible, and should help bring up the disparity of TWFers, Sword and Boarders, and Monks up to where the THFers are.In that case, nope. I will now THF my longsword (or... a falcata!) and have the cheaper enhancement which will win out in the long run from the higher damage dice of the greatsword.
Ah. Nice hole in my rules. The goal was to make all the non THF fighters be closer to the THF fighters.
Change one-handed weapons to "Non-THF Weapons" and it should work as intended. Dammit. lol.
So: When you enchant your longsword, you have to pick if its a THF enchant or a 1h/2WF enchant, and it only applies when you wield it properly. lol.

H.P. Makelovecraft |
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If it can be justified, you can roll for it.
I had a player who wanted to charge and jump at someone to knock them down, I didn't see why not and allowed it one day, he succeeded and from then on my players started thinking more outside of the box. Of course so did I, and that running jump tactic didn't work when a enemy redied an attack to fall backwards with their knife pointing up.
If you are directly behind someone, with a light weapon or improved grapple, and have yet to be noticed you can attempt a Coup De Grace.
This came from too many Rogues sneaking up on peolple and slitting their throat for 3 damage at level 3.
Throwing! Throw people! Do it!
Players with improved grapple who are grappling can attempt to throw foes. Successful cmb deals unarmed damage and knocks them probe 5ft away from you. By every 5 you win you may move them an additional 5ft. If an object or wall hinders their path they stop and take damage as if they had fallen 10ft. This should be used to throw people off castle walls when ever possible.
Roll for HP!
If you roll for HP and don't like your result, you may roll again and subtract the original amount.
Alt crafting Rules!
You got the money? Roll to do it. It's crafted. Harder stuff takes you a day.
Falling!
If you land ontop of someone, you take 1/2 normal fall damage and they take 1 and 1/2 fall damage as if they fell from your height. They take do not take the extra 1/2 if you are small sized.
Natural 1s/20s
A 1 auto fails, horribly in combat, comically on skill checks.
A 20 usually succeeds, unless shit is plot driven then you just get insider info or a hero point.
Three natural 20s in combat kills things.
A natural 20 followed by a natural 1 followed by a natural 20 causes some divine intervention of some sort. Seriously this has happened enough to warrant a rule.

SmiloDan RPG Superstar 2012 Top 32 |

Successful attacks made against flat-footed opponents or opponents denied their Dexterity modifier to AC are automatically threaten a critical hit. The critical hit must be confirmed normally.
In the first round of combat, you can draw your weapon (or if you already have your weapon in hand) and ready an action to attack if your opponent draws a weapon.
These rules were made to simulate Mexican standoffs and the like.
Humans also get an extra trait, since they get an extra feat and extra skill point too. Or they can select 2 traits from the same category.

blue_the_wolf |

FLAVOR
There are no female elves (thought males are pretty androgynous) female elves are dryads and their life and reproduction are extreme secrets that no elf would share (explains elven connection to forests and why they dont take over the world)
halflings are more like dragon lance kender
gnomes are to halfling/dwarf as half-elf is to human/elf
MECHANICS
flat footed rule for non-action in the first main round does not apply. Rogue classes get a bonus ability that basically allows them to treat characters who have not acted in the first round as flat footed.
A characters alignment is how they view themselves. they can justify their actions to themselves however they chose. But a characters true alignment is how the gods (GM) sees them based on his own judgment of the characters action. though they start out the same they can quickly change. the GM only bothers to warn alignment specific classes when their alignment is changing to their detriment. thus a paladin will get dreams or warnings from the gods that they are taking too many actions out of alignment... but a fighter may think he is lawful good but be surprised to find out that he pings as evil when a cleric casts detect evil.

Annika |
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Well mine is utter silliness, but in the campaign that it originated with, it really worked (It was an sort of Isle of 10,000 Gods type of place) Still, I do us it when appropriate. The rule is, when some pc calls out for divine help, blasphemes a god or any such thing where a higher power might notice, I roll a d100, if I roll a natural 100...SOMEthing notices ;) it may be a god, a fiend etc depending on the situation, GM's call. All sorts of weird, wonderful and sometimes terrifying encounters and situations have occurred this way over the years.

Orthos |
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I do likewise. I play by the rule of "anyone who says a god's name immediately draws their attention; because they're freakin' gods they can handle their attention being on massively multiple mortals all at once; whether or not they respond to their attention being grabbed (and how they do if they do) varies and is usually solved with a die roll".
Most of the time nothing happens of course, gods are busy folk, but at least once per campaign I've scared or surprised the players when their oaths or declarations caught the god in question's attention and they replied almost immediately. Such as the wizard in one game proclaiming the name of the goddess of shadows upon identifying her unholy symbol... only to have all the lights in the room go out suddenly, leaving the party in pitch darkness.
Sadly they quickly lit torches and cast light before I could sic a Grue on 'em.

Matrixryu |
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Here's another one... I'm currently experimenting with a house rule that changes spell DCs. Instead of 10 + Spell Level + Caster Stat, the DCs are equal to 10 + 1/2 Caster Level + Caster Stat. Basically, all spells are automatically heightened.
Yes, it makes casters a lot more powerful. However, it always bothered me that at high levels partial casters (such as summoners or inquisitors) had to avoid using their Save based spells because their DCs were too low. Plus, why is it that spellcasters can only use their highest DCs a few times per day, while other classes will have special abilities that *always* use 1/2 level as the basis for their DCs? This houserule levels the playing field so that most DCs are calculated the same way.
Don't worry, I'm currently planning out some house rules to buff melee characters to balance things out.

Scrogz |

Here's another one... I'm currently experimenting with a house rule that changes spell DCs. Instead of 10 + Spell Level + Caster Stat, the DCs are equal to 10 + 1/2 Caster Level + Caster Stat. Basically, all spells are automatically heightened.
If I understand this correctly then with a wizard with an 18 INT casts a grease spell (1st level) and has a DC 29 Reflex save?
Do you mean the caster stat to be the bonus?

Inferon |

One of my favourites is entirely too complicated and has been hard to explain to new players.
I never liked how static the 50 points for instant death were, that the DC never changes, and how it instantly kills you or leaves you able to fight on just as well on the next round.
Unneeded complexity away!
Massive Damage: Every creature has a Massive Damage Value (MDV). Whenever a creature takes damage exceeding its MDV from a single source it must make a DC (damage in excess of MDV) Fort save or be immediately reduced to -1 HP, if it would not have already been reduced to below this. On a successful save, the creature is instead Sickened and Staggered until the end of its next turn. A creature’s MDV is either half of its maximum number of hit points, or a value calculated below, whichever is lower. To find a creature’s MDV first check its size and consult below:
Size: F:10, D:20, T:30, S:40, M:50, L:60, H:70, G:80, C:90
Secondly add the creature’s Constitution bonus to the number based off its size. Thirdly, add half the creature’s total BAB to the sum. This is the creature’s total Massive Damage value, if half of its maximum number of hit points is not lower.

chaoseffect |

Matrixryu wrote:Here's another one... I'm currently experimenting with a house rule that changes spell DCs. Instead of 10 + Spell Level + Caster Stat, the DCs are equal to 10 + 1/2 Caster Level + Caster Stat. Basically, all spells are automatically heightened.
If I understand this correctly then with a wizard with an 18 INT casts a grease spell (1st level) and has a DC 29 Reflex save?
Do you mean the caster stat to be the bonus?
No, it sounds like he's saying to use the DCs of class abilities that require saves for spells. When he says caster stat he means the modifier like normal. The difference is that spells now become more powerful (save wise) based only on the level of their caster with the actual spell level being irrelevant. For example a fireball cast by a 10 level caster with 18 int would go from a DC of 17 to a DC of 19.

SmiloDan RPG Superstar 2012 Top 32 |

One of my favourites is entirely too complicated and has been hard to explain to new players.
I never liked how static the 50 points for instant death were, that the DC never changes, and how it instantly kills you or leaves you able to fight on just as well on the next round.
Unneeded complexity away!
** spoiler omitted **
I've been thinking of mucking around with the Massive Damage Threshold rules, but I don't want to re-do all the spells in the 'verse.
I was thinking Constitution score + Base Fortitude save bonus + size modifier to CMB/CMD?
Also, add the bonus hit points you get from Toughness to this total too.
Maybe the DC would be 10 + 1/2 the attacker's hit dice or caster level + the attacker's relevant ability score modifier?
Strength for melee attacks, Dexterity for ranged attacks, Constitution for breath weapons and the like, Intelligence, Wisdom, and/or Charisma for spells, Charisma for spell-like abilities, etc.

blue_the_wolf |

One of my favourites is entirely too complicated and has been hard to explain to new players.
I never liked how static the 50 points for instant death were, that the DC never changes, and how it instantly kills you or leaves you able to fight on just as well on the next round.
ah... if I read the mass damage rule correctly its 50% of max hitpoints with a minimum of 50. so a creature (regardless of size) with up to 100 hitpoints would fal under the massive damage rule at 50 hit points.
but a creature with say 120 hit points requires a 60 damage one shot to cause mass damage effect.
since large creatures TEND to have more hit points its kind of built in that they are harder to mass damage.
having said that the coup-de-grace like fort save is a great way to do it (especially when its your characters receiving the mass damage.

xorial |

All Finesse weapons get Wrapon Finesse (May steal the WF adds Dex to damage thing).
Spell Points for all caster.
Criticals get max damage for the first part of the multiplier. A x2 weapon does max damge then rolls normal damage.
A Nat20 does max damage even if the confirming roll doesn't yeild a Crit. Caveat, as long as the target didn't need a Nat20 just to hit it.
At least 1/2 your hit die roll each level.
Magic Missles do 1d4 + 1/per missle damage. If caster casts s missles, each does 1d4 + 3.
Will be running a Dragonstar campaign in the future, so I will most likely make some more for that, lol.

Chairman Mao |
One of our recent house rules are on character creation. We have always rolled 4d6 *6. Now the players are allowed to split the dice anyway they want, but still with a maximum of 18. So it could be: 3d6, 3d6, 5d6, 4d6, 4d6 and 4d6.
Our fumble system is nice. It has always bugged me that a demigod could fumble, that shouldn't happen, but the fubmle is still a funny feature. the way I changed the system was, that a natural 1 allows you to roll a d100, with a reduction to your fumble % by 10/lvl. eg. a lvl 3 character whould avoid the fumble at 70% and up. So a 10 lvl character can't fumble or reduce the % decrease by 1/lvl from lvl 10 and up.

Tiny Coffee Golem |

Weapon finesse only applies to one weapon, as per 3.5, however, any weapon you take finesse for, you use your dex mod to add to damage instead of your str mod.
Light weapons and fencer/duellist builds become a bit more dangerous.
I'm pretty sure you're mistaken, even for 3.5. W. Finess can be applied to anything that fits into the finess-able category, such as rapiers and daggers. You don't have to take it individually for daggers and rapiers. It's pretty weak as it is. Having to take it for every weapon type would just add insult to injury.
Please post the rule if you are correct and I am not.

Tiny Coffee Golem |
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Weapon Finesse was weapon specific in 3.0 and d20 Modern, but switched to all finessable weapons in 3.5.
EDIT:
And speaking of house rules, I house rule that Weapon Finesse applies to all finessable weapons when I run d20 Modern or d20 Future campaigns.
I never noticed that in 3.0. I basically went from AD&D to 3.5. **shrug**
I wish my DM would rule that everyone had the weapon finess feat. Seems kinda stupid otherwise.