What (If Any) Classes do you Ban or Alter?


Homebrew and House Rules

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I dont outright ban anything, but I do strongly encourage/discourage certain classes. For instance in 3.5 age of worms, I made sure that rogues knew that alot of endgame would render sneak attack useless. Or in Savage Tide, I made sure that all players knew that those that are inflexible in their moral code would probably do poorly. About the only thing I discourage is classes that rely on alot of "pets", but then we have a large group and combat turns are long enough as-is.


Fleshgrinder wrote:

I have a house rule when it comes to any form of summoning.

If you do not have the creature stated out, your spell fails automatically.

Brilliant. I am officially adopting this one.


Kitsune Knight wrote:

[sarcasm]Humans and NPC classes only. Everything else is banned. [/sarcasm]

But really, I tend to go far beyond what anyone else would allow, even going so far as to throw in some 3rd party stuff and every race in the ARG (minus the Svirfneblin). The only thing I don't allow is 3.5 as I find it mixes badly with Pathfinder (Either too far beyond what Pathfinder assumes or simply not being up to snuff).

No doubt, Svirfneblin are way OP.


NO GUNS FOR YOU!!

Mainly just for thematic reasons. I like High Magic worlds & in my mind it's a conflict.

Otherwise I'm really open.


Interzone wrote:
Kitsune Knight wrote:

[sarcasm]Humans and NPC classes only. Everything else is banned. [/sarcasm]

But really, I tend to go far beyond what anyone else would allow, even going so far as to throw in some 3rd party stuff and every race in the ARG (minus the Svirfneblin). The only thing I don't allow is 3.5 as I find it mixes badly with Pathfinder (Either too far beyond what Pathfinder assumes or simply not being up to snuff).

No doubt, Svirfneblin are way OP.

Honestly, I isn't so much that I hate them or are way op or have no place in the game. They're interesting in their own way.

Personally, I would have liked it if they where created as a feat tree for Gnomes to go through (similar to the treatment Drow Noble got). Fluff wise create them to be Deep Gnomes that crossed over from the First World into the Underdark. Explain the difference in relative power as them adapting to the harsher realities of the Underdark, and maintaining their settlements to portals close to the first world.


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Personally I would love to allow them, but I feel that between +2 dodge AC, the 11+lvl spell resistance, and all the other stuff they are definitely overpowered.

I think the feat tree idea is excellent, I am going to write that up right away and start allowing gnomes to transform by them for house rules. Awesome. :)


Since everyone else seems to be relating specifics I guess I'll get a list together about what is allowed in my game as well.

Spoiler:

All Pathfinder Classes from the Core Rulebook, APG, UM, and UC.
All races in the ARG (except for the Svirfneblin as stated above).

I hear a lot of problems about Summoner, but as no one in any of my games has ever wanted to play one I haven't given it much of a look.

3pp materials

RACES
Adamant Entertainmet: Saurian
Alluria Publishing: Anumus, Boggle, Entobian, Mogogol
John Brazer Enterprises: High Goblins
Paizo Fans United: Svartalfar
Super Genius Games: Asterion and Piper
Dreamscarred Press: Blue, Dromite, Druergar, Elan, Half-Giant, Maenad, Ophiduan, and Xeph

CLASSES
Dramscarred Press: Psion, Psychic Warrior, Soulknife, Vitalist, and Wilder
Adamant Entertainment's: Warlord
Super Genius Games: Death Mage, Time Thief, and Death Knight
Radiance House: The Occultist

The 3pp materials are ones I have either play tested myself or have heard nothing but good things about, so they are allowed. Everything else 3pp is admitted pending a review by myself, and an investigation of other reviews across the interwebs.


Interzone wrote:

Personally I would love to allow them, but I feel that between +2 dodge AC, the 11+lvl spell resistance, and all the other stuff they are definitely overpowered.

I think the feat tree idea is excellent, I am going to write that up right away and start allowing gnomes to transform by them for house rules. Awesome. :)

Yeah, the +2 dodge bonus to AC and the +2 bonus to all of their saves was a definite no for me. The 11+level spell resistance was just annoying as I find SP to be more of a double edge sword.

P.S.-Let me know if anything comes from the feat tree idea for Gnomes. I would definitely like to see it when you're done.


No Misfire rules! The entire idea of Misfire in the game seems stifling. I understand that it is realistic, but it makes gunslingers less fun than other classes. He should either hit or miss when he pulls the trigger. Anything more is too complicated.


Classes Banned:

1.) Summoner (Neither my players nor I enjoyed the mechanical aspect of the class)

2.) Rogue (Rewritten to be more distinct from the ninja and more powerful)

3.) Monk (Completely rewritten from the ground up. More Ki, no flurry, ascetic feel.)

New Classes:

1.) Summoner Homebrew (Very different feel and play style, flavor resembling a witch but with a different play and mechanical feel)

2.) Rogue Homebrew (See above)

3.) Monk Homebrew (See above)

8 new races allowed as "Core".

All other races classified as "Beastmen" or "Otherkin", specific terms in my new homebrew.

I allow most things, with the caveat's below for this campaign:

Humans are racist. If non-human be ready to deal with it.

Humans own the majority of the world.

Paladins will be held to their code, which you will sit down with me and develop before the game starts, that way we are absolutely clear.

Clerics are watched closely by both the church and their gods as their level increases, you can lose your powers by displeasing your god.

I also use a 2-minute timer for turns, however with new players I am slightly more permissive as long as they are trying and getting better.


I bar a few classes


  • Gunsligner class for settings reasons
  • Sorcerer beacuase I just never liked how similar it is to a wizard
  • Oracle because it doesn't really do anything for me

The Asian classes can be used wth a suitable story and roleplay. But, are not specifically barred.

However, like Covent, I offer several homebrew classes as well. So my class total is actually higher than what Paizo offers.

I have (work in progress)homebrews for:


  • Adventurer - a jack of all trades class with elements from Arcana Evolved's Akashic and Iron Heroes Man-At-Arms, has the ability to temporarily gain skills, feats, spells, etc...small sneak attack, 4th level spells, heavy trap and knowledge skills, and so on...
  • Beguiler - an alternate magus that draws inspiration from guild wars mesmer. illusion and abjuration spells
  • Inquisitor - despite its name, this is actually the spell thief re-done to be divine and pathfinder-ized. Paizo's inquisitor name and mechanics just never jived with me. So, this class leans more towards a holy-rogue or holy assassin and an anti-caster class.
  • Templar - the pathfinder inquisitor with a new name. I do like the mechanics, just the name didn't fit. So, in the grand scheme of things, this is basically a divine magus like class.
  • Runeblade - a magus-ized version of Arcana Evolved's runethane
  • Myrmidon - a maneuver based fighter, draws from the 3.5 warlock with an at-will nova strike, and a magus point pool that is used for tome of battle converted strikes
  • Death knight - a tweaking of super genius games death knight
  • Shaman - an alternate druid that draws from world of warcraft, heavy spirit and elemental themes, reduced spell casting to 6th level to add in selectable powers
  • Invoker - A re-visiting of the complete mage reserve feats as actual class abilities unique to the one class. Has 6th level spells. So, the lower slots are used to fuel the warlock level 11d6 at-wills. This replaces the sorcerer.
  • Warden - a druidic paladin that vaguely draws inspiration from D&D 4e

my (work in progress) altered classes include:


  • Barbarian - the savage barbarian is the base line class because it feels more "classic" barbarian to me.
  • Bard - I use a spell-less bard thast is more rogue like. Has sneak attack and can choose bard songs (same rounds and same number of total known by 20)
  • Hunter - a renamed, spell less ranger, has access to hunter tricks and some rogue tricks, the hunter's bond can be an animal companion, a 5d6 sneak attack progression, a vermin companion, or the hunting party option
  • Knight - a renamed cavalier. Another naming problem for me *shrug*
  • Summoner - can choose from summon monster, summon nature's ally, or summon grave spells (see SGG's death knight for the spell chain grave summoning I - IX)

Obviously, this class list is heavily influence by my perception of a fantasy world and source material I like =).


Interzone wrote:
Kitsune Knight wrote:

[sarcasm]Humans and NPC classes only. Everything else is banned. [/sarcasm]

But really, I tend to go far beyond what anyone else would allow, even going so far as to throw in some 3rd party stuff and every race in the ARG (minus the Svirfneblin). The only thing I don't allow is 3.5 as I find it mixes badly with Pathfinder (Either too far beyond what Pathfinder assumes or simply not being up to snuff).

No doubt, Svirfneblin are way OP.

Funny, because I have a Svirfneblin Summoner in my campaing. :P

The Svirfneblin is a strong race, and the Summoner is a strong class, but when you mix them together it results in a weak character (Svirfneblin have -4 to Charisma), especially when the player is not very experimented. :)


Monk, Samurai, Ninja, Gunslinger all out for flavor reasons.

Summoner to avoid the hassle.

Alchemist, is restricted to hobgoblins only.

Inquisitor, is restricted to elves only.

Paladins get some leeway to avoid Lawful Stupid in a more intrigue/finesse based campaign.

Archtypes are by permission only. Keeps a few annoying gimmicks out, and also protects the flavor of the campaign.

I sit on the fence with the Oracle. I already had a few NPCs listed as oracles (clerics or diviners). I really see no need for a dedicated class, and so far no players have either.

No Evil PCs except for a dedicated evil campaign. Hobgoblins are the only race allowed for the evil campaign.

Icyshadow wrote:
Also, all classes get a minimum of 4+Int skill points (with the possible exception of Wizard and other Int-dependent classes) as well as small tweaks here and there depending on what I don't happen to agree with.

I'm considering 3+Int. A small bump in power while I diagnose problems in the campaign.


All classes are allowed, and individual changes to classes can be made by me, on a case-by-case basis.

Every class gets +2 Skill Points per level above what is listed in the CRB.

Meta-magic feats are 3/day instead of increasing casting time and/or spell level.

Those are my only *definite* homebrew rules. Others would probably crop up depending on specific campaign/story needs.


In my homebrew setting I've banned the following classes: Gunslinger, Magus, Ninja, Oracles, Samurai, Summoner, and Wizard.
I've modified the following classes: Cleric, Fighter, Monk, Paladin, Ranger, and Sorcerer
As for races there are no Elves, Half-Elves, or Half-Orcs, and as for the races in the ARG, I only allow, Aasimars, Changelings, Dhampirs, Fetchlings, Ifrits, Oreads, Ratfolk, Samsarans, Sulis, Sylphs, Tieflings, Undines, and Vishkanyas.

Though when I run a game set in Golarion only thing I don't allow are Summoners.

As for archetypes, in my homebrew they must be cleared with me, though if you want to play a paladin or ranger you have no choice but to be a spell less variant. In Golarian, same rule, as long as it doesn't involve the summoner it's allowed


I have never banned a class, but the ones I dislike the most as a GM his the synthesist summoner (CoDzilla came back from the deads!) and the master summoner (too much time-consuming). These, I'm thinking of using the ban hammer against them (never experienced these classes in an actual game).

I'm running a game with a vanilla summoner in it, and so far it's going well, but the PCs are still at low levels (5-6). The summoner has a pouncing quadruped eidolon that deal decent damage, but once the bad guys put him in the negatives, he becomes staggered (with Diehard), thus a lesser threat, and the baddies just ignore him afterward, once they understand that he cannot be easily killed, thanks to Life Link.


For me.....

ALTERED

Barbarians
Hit Die/BAB comes in high, medium, or low (d10, d8, d6). Thus Barbarians have d10 HD. They get the Toughness feat at 1st level to make up for this.

Paladins
Reworked to where they can be any non-neutral alignment (LG: Paladin, CG: Liberator, CE: Anti-Paladin, LE: Blackguard). They are the champions of uncompromising ideals. Sort of the opposite of Druids in that way. Any ability that works against evil, for law, etc has an additional alignment added to it. i.e. A LG Paladin can use Smite against both evil and chaos. (on a side note in my setting generally only Outsiders (angels, demons, etc) are effected by alignment spells/effects).

Caster Ability Scores
All prepared casters are Int/Wis based. All spontaneous casters are Cha based. This means Paladins use Wis for their spells and Inquisitors use Cha. I don't care if limits their minmaxability. They're powerful enough to afford to do so.

Spontaneous Casters (Oracles, Sorcerers, Bards, Inquisitors, Summoners)
Rather then using spell slots spontaneous casters use a spell point system of my own devising.

............

BANNED
Gunslingers
There are no firearms in my setting.

Alchemists
I really don't like their mechanics. They'd be neat if they made actual potions, bombs, etc. As they're just round about spell casters I'm not really feeling them. I mean loosing effect when not held by the alchemist? How contrived is that?

Anything East Asian themed (Ninjas, Samurai, etc.)
My setting is European, Middle Eastern, African based. Though if a player has a truly awesome character idea I Might let them be from some distant land beyond the edge of the map.

............

PS (Note on races)
I also got rid of Half-Orcs and just modified Orcs slightly to be used as a regular player race.


LazarX wrote:
ArmosD49 wrote:

I was wondering if any other GM's Ban or Alter any of the official Paizo classes? If so, why? Also instead of Banning do you Alter the Classes to tone them down or up? Do you Ban any archetypes or multiclasses?

I am seriously considering banning the Summoner and definitely banning the Synthesist Archetype.

I just wanted to get other GM's Opinions.

It depends on the world I'm running. Virtually anything other than Fighter or Rogue can be subject to banning depending on the setting that I'm running. Classes that remain are subject to modification again depending on the setting. if it's the Hykranian Age of Conan, or the Gothic Earth of Living Death, than expect lots of things in the banning and modification areas.

The important thing to remember is that what you leave out of your worlds defines them almost as much as what you put in. Golarion as it should be noted does not have everything.

You want to make those two changes to your campaign? Go Ahead. Any change you wish to make is perfectly legitimized by the fact that you are the GM. You do not need message board vindication to justify your decisions. All you need are clear reasons in your own head and a full knowledge of what you are doing.

I am aware of my power as a GM. I don't want to abuse it because I've met some seriously power tripping DM's. Also I just wanted to know if anyone else had banned classes and why. I see that I am not alone in my thought process.

Arikiel wrote:


Paladins
Reworked to where they can be any non-neutral alignment (LG: Paladin, CG: Liberator, CE: Anti-Paladin, LE: Blackguard). They are the champions of uncompromising ideals. Sort of the opposite of Druids in that way. Any ability that works against evil, for law, etc has an additional alignment added to it. i.e. A LG Paladin can use Smite against both evil and chaos. (on a side note in my setting generally only Outsiders (angels, demons, etc) are effected by alignment spells/effects).

I really like your Paladin alteration and I might use that.


Kitsune Knight wrote:


P.S.-Let me know if anything comes from the feat tree idea for Gnomes. I would definitely like to see it when you're done.

Here we go:

BALANCED SVIRFNEBLIN:

Slow -1p
Mixed Weakness -2p
Stonecunning 1p
Underground Sneak 5p
Svirfneblin Magic 2p
Hatred 1p
Darkvision 120ft. 3p
Low Light Vision 1p

Total: 10 RP

FEATS: (Balanced Svirfneblin only)

Nimble Svirfneblin

You have learned to use your maneuverability to avoid attacks

You gain a +1 Dodge bonus to AC.

.

Svirfneblin Luck

Your Fey nature is becoming more pronounced

You gain a +1 racial bonus to all saving throws.

.

Svirfneblin Resistance

Your natural resistance stymies the efforts of spellcasters

You gain Spell Resistance equal to your 6+lvl.

.

Greater Nimble Svirfneblin

Your ability to avoid attacks has become uncanny

Your dodge bonus to AC increases to +2.

.

True Svirfneblin

Your have fully embraced the powers of your racial heritage

Your racial bonus to saving throws increases to +2, and your Spell Resistance becomes equal to 11+lvl.

.

Haven't tested these, but that seems like a balanced way to deal with it.
You end up exactly the same as a Svirfneblin from the book at the cost of five feats. I tried doing it in 4 first, but the feats seemed to powerful.


Arikiel wrote:

For me.....

ALTERED

Barbarians
Hit Die/BAB comes in high, medium, or low (d10, d8, d6). Thus Barbarians have d10 HD. They get the Toughness feat at 1st level to make up for this.

Paladins
Reworked to where they can be any non-neutral alignment (LG: Paladin, CG: Liberator, CE: Anti-Paladin, LE: Blackguard). They are the champions of uncompromising ideals. Sort of the opposite of Druids in that way. Any ability that works against evil, for law, etc has an additional alignment added to it. i.e. A LG Paladin can use Smite against both evil and chaos. (on a side note in my setting generally only Outsiders (angels, demons, etc) are effected by alignment spells/effects).

Caster Ability Scores
All prepared casters are Int/Wis based. All spontaneous casters are Cha based. This means Paladins use Wis for their spells and Inquisitors use Cha. I don't care if limits their minmaxability. They're powerful enough to afford to do so.

Spontaneous Casters (Oracles, Sorcerers, Bards, Inquisitors, Summoners)
Rather then using spell slots spontaneous casters use a spell point system of my own devising.

............

BANNED
Gunslingers
There are no firearms in my setting.

Alchemists
I really don't like their mechanics. They'd be neat if they made actual potions, bombs, etc. As they're just round about spell casters I'm not really feeling them. I mean loosing effect when not held by the alchemist? How contrived is that?

Anything East Asian themed (Ninjas, Samurai, etc.)
My setting is European, Middle Eastern, African based. Though if a player has a truly awesome character idea I Might let them be from some distant land beyond the edge of the map.

............

PS (Note on races)
I also got rid of Half-Orcs and just modified Orcs slightly to be used as a regular player race.

I like the barbarian and paladin ones, good job.

Personally if I have a definitley non-asian themed setting, I still let people play those classes, they just get re-fluffed/re-flavoured

Shadow Lodge

Odd how Gun/Gunslngers, Oriental themed classes, and Summoners just keep coming up. . .


Beckett wrote:
Odd how Gun/Gunslngers, Oriental themed classes, and Summoners just keep coming up. . .

They just don't work in a lot of settings/timelines.

The Gunslinger is especially a problem imo. The firearms they use cover a very brief time period. Like one human life time during the transition to a technologically modern setting. Other classes can cover everything from 3,000 BC to 1,500 AD. Maybe even thousands of years early if there's lost cultures we don't yet know about (like a Hyborian setting).


I run a "Core Plus" game... which means that the Core Rules are all in play, but anything else from other sourcebooks must be approved by me on a case-by-case basis.

I don't allow any of the base classes from sourcebooks other than the Core Rulebook for PCs. (Other than the witch. I do like the witch.) I will review archetype requests, and will allow them or not on a case-by-case basis.

My group consists of long-time role-players who are more concerned with role-playing than with the rules or with tinkering with character builds. Two have thanked me for limiting options to Core, as there would otherwise be too many choices to try to get familiar with.


I just remember one houserule I use.

Anything with Ki points and Ki abilities is considered psionic. It's just a different form of psionics. As such, these abilities can be affected by anti-psionic abilities.


Fleshgrinder wrote:

I just remember one houserule I use.

Anything with Ki points and Ki abilities is considered psionic. It's just a different form of psionics. As such, these abilities can be affected by anti-psionic abilities.

I don't really use psionics in my setting but that's an interesting idea. I can kind of see how that makes sense.


Currently, there are no Samurai and no Ninjas, because my homebrew doesn't have an Asian type location. I would allow the Wolf Head version from SGG's "Ultimate Options - Power Of the Ninja", however. Also, no Gunslingers. My players have threatened me with certain doom if gunpowder is introduced.

I may not allow the Godling classes from SGG anymore, either. In the campaign I am currently running, the optimizer in my game decided to play one. It's far and away outstripped anyone else's equal-level characters. Sure, a lot of that is the player, but the template to build on was there and he just ran with it.

I think that's it for now.


The base summoner doesn't really require more actions than most other casters. Most of the time they'll be using eidolon only. For those combats where the SM spells come to play, its no more than one cast. A druid gets to keep their animal companion in play and can toss out more SNA spells.

The synthesist is a beast. I haven't seen it in play or compared side-by-side to see how scary it is compared to a well-optimized barbarian or fighter.

The brood-master is..well, I've yet to see a build using the eidolons in any efficient manner.

Banning the Master Summoner makes complete sense due to how many and how frequently they can spam long-lasting summon monster spells. However, it is possible to be prepared to play one. In one game I'm in, the master summoner frequently takes less time on his turn than the ranger or the magus even when having 8-16 summons on the board.

I don't understand why so many people ban the base summoner though unless they equally ban druids from casting SNA and wizards from focusing on using multiple SM spells.

Rather than banning the class completely, consider your players. If a player is paying attention to the battle, has many or all of their attack rolls done before their turn, and has organized, compact stat-blocks for all of their summons than I don't see it being a problem. If you instead have players sifting through books for summons, rolling 4+ monsters on their turn and taking a significantly longer period of time to decide what to do than other players..then banning the class for that player, at that time, is perfectly understandable.


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The focus of the summoner is summoning. Adding extra bodies to the battlefield.

The ability for druids to use SNA is mostly an afterthought, as far as most people are concerned. It's a small section of the class, often overlooked by the average player, and is not the main focus at all.

That, and it's just stupid easy to make a marginalizing Eidolon, allowing anyone of even a mild optimization bent to create a juggernaut that just leaves the other martials behind in the dust. That's not fun.

(And yea, I heavily discourage summon builds if it's a big group.)


In my group we only have one class banned: the Antipaladin, only because we don't allow evil alignments (unless they're supposed to be evil, we've had a player secretly working for the GM as an evil pc that betrays the party.)

Gunslingers are allowed but no "advanced" firearms.

Ninja/Samurai- Just fine by us, Since the Monk is there.

No more than 2 classes per character.

All archtypes are allowed.

Any Race (save for drow noble) are allowed.

And we haven't been happier. Only real "issue" we have is we all have to many character ideas we want to try.


ObligatoryHuman wrote:

In my group we only have one class banned: the Antipaladin, only because we don't allow evil alignments (unless they're supposed to be evil, we've had a player secretly working for the GM as an evil pc that betrays the party.)

Gunslingers are allowed but no "advanced" firearms.

Ninja/Samurai- Just fine by us, Since the Monk is there.

No more than 2 classes per character.

All archtypes are allowed.

Any Race (save for drow noble) are allowed.

And we haven't been happier. Only real "issue" we have is we all have to many character ideas we want to try.

Assassins are Evil only too.. I have a house rule that they just have to be non-good (because we don't allow evil alignments either barring exceptional circumstances


Arikiel wrote:

Caster Ability Scores

All prepared casters are Int/Wis based. All spontaneous casters are Cha based. This means Paladins use Wis for their spells and Inquisitors use Cha. I don't care if limits their minmaxability. They're powerful enough to afford to do so.

I haven't played an Inquisitor or know anyone else who has, but at least as far as Paladins go, wouldn't it be better all around to just make them a spontaneous caster? They're already MAD-lite in that they need a good Str/Con/Cha with at least a non-negative Dex. Adding a moderate Wis to the mix really really hurts (any spells with save DCs will be useless, not to mention the actual spell progression for Paladins isn't exactly ground-breaking.)

Scarab Sages

No Rogues or Fighters.

Fighters are replaced with a modified Warblade (get a bonus feat at 1st level then continue as normal, some other changes).

Anybody who has, or gains, Disable Device as well as Spellcraft as a class skill gains the ability to disable magical traps.

For a while Monks were out as well. But with psionics expanded released I reintroduced them with the Deadly Fist archetype strapped to them (and the Soulbolt for Zen archers).


What I "ban" is always dependent on setting. The only class I would consistently ban is the summoner. I don't like it. Too complicated from a player & GM standpoint.

I am finishing up an Eberron campaign where I restricted some classes to race, region, etc. Ninjas existed as part of the Houses associated with the Mark of Shadow. Most Orcales where with the Valenar Elves. Themes are what I am interested in.

I will be starting a RotRL campaign, so no psionics and no summoners. Incidently, no gunslingers either. Just because I can't see a justification for one in Varisia at 1st level.


minoritarian wrote:

Anybody who has, or gains, Disable Device as well as Spellcraft as a class skill gains the ability to disable magical traps.

This is actually quite clever. I think this is my new rule now, forever. Though I imagine some people would miss Sneak Attack, make it available to Rangers and Fighters somehow perhaps?


Tim4488 wrote:
minoritarian wrote:

Anybody who has, or gains, Disable Device as well as Spellcraft as a class skill gains the ability to disable magical traps.

This is actually quite clever. I think this is my new rule now, forever. Though I imagine some people would miss Sneak Attack, make it available to Rangers and Fighters somehow perhaps?

Reimagine the rogue into just a swashbuckler.


Interzone wrote:
ObligatoryHuman wrote:

In my group we only have one class banned: the Antipaladin, only because we don't allow evil alignments (unless they're supposed to be evil, we've had a player secretly working for the GM as an evil pc that betrays the party.)

Gunslingers are allowed but no "advanced" firearms.

Ninja/Samurai- Just fine by us, Since the Monk is there.

No more than 2 classes per character.

All archtypes are allowed.

Any Race (save for drow noble) are allowed.

And we haven't been happier. Only real "issue" we have is we all have to many character ideas we want to try.

Assassins are Evil only too.. I have a house rule that they just have to be non-good (because we don't allow evil alignments either barring exceptional circumstances

D'oh! I forgot about the Assassin. Probably because no one in our group has shown interest in playing one (surprisingly enough).

Shadow Lodge

Neo2151 wrote:
I haven't played an Inquisitor or know anyone else who has, but at least as far as Paladins go, wouldn't it be better all around to just make them a spontaneous caster? They're already MAD-lite in that they need a good Str/Con/Cha with at least a non-negative Dex. Adding a moderate Wis to the mix really really hurts (any spells with save DCs will be useless, not to mention the actual spell progression for Paladins isn't exactly ground-breaking.)

No more than the Cleric, and honestly a little less as they both do't need those stats as high, and dont have to share the same item spot between their two main class features.


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Arikiel wrote:
Fleshgrinder wrote:

I just remember one houserule I use.

Anything with Ki points and Ki abilities is considered psionic. It's just a different form of psionics. As such, these abilities can be affected by anti-psionic abilities.

I don't really use psionics in my setting but that's an interesting idea. I can kind of see how that makes sense.

The monk had always bugged me being a class capable of stuff that appeared magical without being magic.

Then in 4th edition D&D, they made the monk officially a psionic class, so I just took the idea and applied it to my game.

It's just psionics that are channeled within the body, instead of expressed externally.


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I remember when PF first came out, Paizo was lauded for reducing the serious MAD issues that Paladins faced.

Don't mess with attribute dependency unless you know what you're doing. :)


Paladins' and Rangers' spell lists are small enough that I don't think it would be game-breaking to give them spont-casting, either. But frankly I don't think it's necessary, and kind of silly to require that "if you use this stat you MUST be this kind of caster", personally.


ArmosD49 wrote:

I was wondering if any other GM's Ban or Alter any of the official Paizo classes? If so, why? Also instead of Banning do you Alter the Classes to tone them down or up? Do you Ban any archetypes or multiclasses?

I am seriously considering banning the Summoner and definitely banning the Synthesist Archetype.

I just wanted to get other GM's Opinions.

So far, just Gunslinger. Firearms are even more restricted in my campaign version of Golarion. Enough so that a firearm-focused class doesn't make sense.


I try not to ban anything.

I did however do a fairly heavy rewrite of the summoner. It ended up being about halfway between the current version and the play test version. The Eidelon doesn't go away if you're asleep/unconscious. But, the number of attacks is a hard limit by level. You can have 30 arms, but if your attack limit is 5, then that's all you can make, 5. Those other limbs can maintain grapples or something, but that's it. That honestly takes care of most of the issues with the summoner.

A few other minor tweaks, they get allocated item slots by the summoner based on level (no shared slots in other words), so basically one slot every other level. Items they put on go away when they go away and come back when they come back (but only slotted items, so a backpack is fine, if they take up a slot for it).


Pathfinder Adventure, Lost Omens, Rulebook Subscriber

Personally, I don't understand why you would ban a class rather than make minor alterations to it in order to improve game balance. For example, these are a few changes that I'm making in my games:

- Paladin's smite evil doesn't completely ignore DR (counts as good and lawful instead), and Smite Damage isn't multiplied on a Crit. (similar changes for Favored Enemy)

- Summoners get minor tweaks. Eidolons have their max attacks decreased by 1, and the natural armor evolution gives only +1 AC instead of +2. However, Eidolons now gain any resistance bonus to saves that their summoner has.

- If anyone ever plays a gunslinger, I'm limiting the amount of armor their guns can ignore.

As a player I hate it when a GM tries to limit my options, so I'm not going to ban one of my players from choosing an option unless it is completely broken or requires being evil.

Shadow Lodge

The Sommoner is bssed on something that has always been an issue in the 3E game complicsting combat by adding other units to a battle. Druids have a terrible history of this between spint SNA AND a pet that is nearly a full character on its own. Summoners aggrivate this even worse. I personallyalso just do not like their flavor, as is or as a base class with toys no other summoning focused character can have.

Gunslingers and guns where forced on us even though it seemed the majority didnt want them I personally feel that they break my sense of belief as a player or a gm, again hate their flavor in a magic fantasy setting, and have often heard of issues with the class.

If we stripped away guns completely and made this an archer or crossbow only class that might solve it all easily.


This is my edit to Firearms in general. I find it gives guns an advantage but not overly so. This is all my own Homebrewed creation.

BULLET PROOF: By ArmosD49

Size Modifiers: Some creatures are large or even bigger, while they are indeed easier to hit for basic touch attacks, their immense size and sheer volume provide limited protection.

Large: +1 touch AC against firearms only.
Huge: +2 touch AC against firearms only.
Gargantuan: +4 touch AC against firearms only.
Colossal: +8 touch AC against firearms only.

Damage Reduction: The resilience of some creatures skin and or body structure provides additional protection against bullets.

DR still applies normally to all guns, however if using a special material or magic weapon that bypasses the DR the bullet still has to make its way home. For every 5 DR the creature has it gains a + 2 Touch AC against firearms.

Health: The sheer amount of tissue that a bullet has to go through can prevent some damage.

For every 85 hit points a creature has they gain +1 Touch AC against Firearms. A creature with 169 hit points will still only have +1.

Example: Jimmy is fighting a dragon (Gargantuan Wyrm) with his Trusty +1 Musket Rifle, within the first range increment the Dragons Touch AC is 4. But it has DR 20/ - Magic. The gun bypasses the DR but because it is so large and its hide is so formidable it gets a bonus. Because of all these factors the Dragons Touch AC against firearms is treated as Touch AC 20. Here is the mathematical formula for determining it. (Touch AC(4) + Size modifier against Firearms(4) + DR rating (8) + Health(351)/85 (4) = 20 This essentially means more work on my part, I just wanted you to know that it is a formula and not some randomly contrived number.

For reference, Touch AC of Dragon to begin with 4, after application of rules 20, Normal AC 39

Feats: These are custom made feats by yours truly to help PC's with Touch AC Against Firearms.

Bullet Dodge:You have been shot at.... a lot
Prerequisite: Dex 15, Dodge or Gunslinger
Benefit: +2 to Touch AC against Firearms.

Lucky Punk: Did he fire 5 or 6 shots?
Prerequisite: Halfling Luck or Charisma 15
Benefit: Before an attack with a Firearm is made against you, you may spend a hero point to inflict a -8 penalty on the attack role. You may also do this after the attack roll to make the attacker re roll. (you cannot do both)

Armor Lining:
Prerequisite: Armor proficiency with the armor worn.
Benefit: You may add 1/3 of the AC bonus granted normally to your Touch AC against Guns. (AC bonus of +3 = +1 to Touch AC against firearms)

Riot Shield:
Prerequisite: Shield Proficiecy with Tower Shields and Shield Focus.
Benefit: You may add the full bonus of your Tower Shield to your Touch AC against guns.

(This only includes the bonus of the armor you are wearing and not the enhancement. Example: a +1 Hide Shirt will only provide you with a +2 Armor AC bonus to Touch AC against guns. The enhancement should already be included in your touch AC)

Let me know what you think.


@ArmosD49

Sorry, I hate that idea. It breaks immersion for me. Why is it that a bullet has so much trouble reaching a vital organ on a gargantuan dragon, but the rogue with his 1d4 dagger (or his 1d3 claws, if he's got them) can hit a vital organ with only 2-3 inches of penetration?

Honestly, guns would have a better chance of hitting a vital organ than most of the melee weapons on a gargantuan dragon.


I have to agree with MDT, if a bullet has this much trouble why does an arrow or bolt not?


If anybody has any ideas on how to "fix" alchemists so they make actual potions and bombs and whatnot please let me know. I wouldn't mind having alchemists in my world but the way their mechanics are written just bugs me to no end.


Arikiel wrote:
If anybody has any ideas on how to "fix" alchemists so they make actual potions and bombs and whatnot please let me know. I wouldn't mind having alchemists in my world but the way their mechanics are written just bugs me to no end.

...seems like a flavor issue to me. Extracts are just potions that require a little last-minute mixing or they lose potency (and Infuse Extract gives them a slightly longer shelf-life so they can be handed off.) Bombs that have more complex fuses instead of being vials mixed at the last minute for that, and Mutagens have the same problem as Extracts unless stabilized with an Infusion discovery.


I only allow the Core Rulebook to starting players. Veterans may ask to bring something else in . . . subject to me granting permission. Once I grant permission for a class, then unless there is a problem with it interacting with the game that I run, it generally stays in. I also make available a few custom classes to see how they fit; remakes of things like Swashbuckler, Warlock, Warmage, Soulknife, Hexblade, Shadowcaster, a base class Assassin, etc, etc, etc.

Master Arminas

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