New rules I'm currently working on.


Homebrew and House Rules


I'm updating my usual House Rule document that I print out and give to players with a bunch of new options meant to balance a few things out and allow for some new play styles. I'd like some opinions on things I'm working on before I type the whole thing up. I'm especially looking for what may be unbalanced and suggestions to make these options better. Especially if there's suggestions of things I should be adding

Numbered for convenience.

1. New races; I made some variants of some core races that will probably function like dhampir/tiefling heritages. They are mostly because flavor and mechanics don't always match up with racial traits.

Races:
Fullangar (Dwarves)
Ability Modifiers: +2 Con, +2 Int, -2 Cha
Replace Hardy, Hatred, Stonecutting, and Greed with;
Dwarven Immunity: Fullangar Dwarves are immune to paralysis, phantasms, and poison. They also gain a +2 racial bonus on saving throws against spells and spell-like abilities.
Craftsman: Fullangar Dwarves gain a +2 racial bonus on all Craft or Profession checks to create objects from metal or stone.
Relentless: Fullangar Dwarves gain a +2 bonus on combat maneuver checks made to bull rush or overrun an opponent. This bonus only applies while both the member of this race and its opponent are standing on the ground.

Ljosafar (Elves)

Ability Modifiers: +2 Dex, +2 Wis, -2 Con
Replace Elven Magic and Low Light Vision with;
Ljosafar Elves are Outsiders with the Native subtype.
Darkvision: Ljosafar Elves have the darkvision 60 feet.
Urbanite: Ljosafar Elves gain a +2 racial bonus on Diplomacy checks made to gather information and Sense Motive checks made to get a hunch about a social situation.

Fairy (Gnomes)
Ability Modifiers: +2 Con, +2 Int, -2 Str
Replace Defensive Training and Hatred with;
Fairy Gnomes gain the Fey subtype.
Eternal Hope: Fairy Gnomes gain a +2 racial bonus on saving throws against fear and despair effects. Also, once per day, after a natural roll of 1 on a d20 roll, Fairy Gnomes may reroll and use the second result.

Kithkin (Halflings)
Ability Modifiers: +2 Dex, +2 Cha
Replace Halfling Luck and Surefooted with;
Hive mind: As a swift action Kithkin Halflings may project and share their thoughts to other Kithkin within 30 feet. Only voluntarily given thoughts are revealed during this link. During this link as long as at least two Kithkin are within 30 feet of each other they each gain +2 to all saves and no Kithkin in the group is considered flanked or flat-footed unless all of them are. They may also use any Charisma, Intelligence or Wisdom based checks for each other.

2. A dex to damage feat. The current draft lists weapon finesse, weapon focus(in the finessable weapon you want to use for the feat) and 10 ranks in Sleight of Hand as prerequisites. I'm still digging for evidence of this being enough of a bad idea to nerf or cut.

3. Cloth Armor that does not negate monk abilities

4. An archetype that replaces a Witch's Familiar with an intelligent item. (basically a bonded item with a black blade's intelligence progression.) I hate that Witches don't have optional pets like nearly anyone else. I ignore Cavalier because I use Talented Cavalier.

5. A series of feats akin to Arcane Blast and Arcane Armor that allows you to cannibalize spells for effects. Most are to add certain metamagic feats to Arcane Blast, the rest are to increase lower level spells per day by sacrificing higher level spells. May be a trap option but it makes certain themes more viable.

6. Centering Feats

Centering.:
Pulling together ideas from Book of 9 Swords, the meditation feats from Faiths and Philosophies, three 3pp and psionics I wanted to make a series of feats that allow cool abilities that don't use resources. You spend a standard action to 'center' yourself. While centered you gain a +2 competence bonus to an ability score. You're considered Centered until you Recenter or Uncenter for an ability. This also qualifies you for other feats that use up your center.

For example; One Centering feat would allow you to gain a bonus to a save instead of the +2 competence bonus. This can also replicate effects like stances and style feats where you gain a type of defensive ability for as long as you are centered.

Alternatively another centering feat could allow you to prepare a combat 'Stunt', like "When you center yourself you instead of gaining a +2 competence bonus you may prepare a 'Flourishing Dash'. Flourishing Dash: by uncentering you may as a swift action you may move up to your speed before making a full attack action."

Also by taking another centering feat you can prepare an 'Invocation'. Basically each feat is a spell-like ability or enchantment. In many case this allows you to add an enhancement bonus or ability to your weapon for a number of rounds, but also allows you to effectively prepare minor spells.

In both cases of magical invocation or physical stunt they key off your 'center level' which is equal to the amount of center feats you have. This allows me to set prerequisites and give scaling to the abilities.

Naturally if I make too many I'd generate a base class that gains these feats as bonus feats.

6. A new 1st level magus spell that funtions as Elemental Touch but does one point of damage per level and does not debuff.

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