Our house rules, suggestions welcome!


Homebrew and House Rules

Silver Crusade

Hey all!

I would like to see what you people think of our house-rules. Perhaps you have interesting additions or subtle changes? Or... perhaps we inspire you ;)

Ability Scores
20 points

Hitpoints
Full hitpoints at first level. At following levels: d6 = 4, d8 = 5, d10 = 7, d12 = 9

Races
Almost every race is allowed. The following adjustments are made:

For the planar heritage races, namely Aasimar, Tieflings, Genasi (Ifrit, Oreads, Sylphs, and Undines), and Suli, small stature may be chosen, together with -2 str, +2 dex, and slow speed. This would indicate mortal parents of one of the smaller races. If this template is applied to a planar heritage race with +2 to strength, the total would grant +0.

Aasimar and Tieflings: Variant abilities, as listed in Blood of Angels and Blood of Fiends, are open to discussion.

Drow Nobles, Trox, and other such overpowered ridiculousness are not allowed. However, a smart concoction, like an Ifrit monk/evangelist of Irori with enlarge and inevitable fist making 5 attacks per round at roughly 7d4 base damage per hit at level 13, is not a problem. However, as always, I’ll judge every character separately.

Dwarves: The +2 to wisdom may be (but does not need to be) replaced by +2 to strength. I think it’s idiotic that a half-elf can have +2 to strength, but a dwarf cannot.

Elans: Usage of the Resilience racial trait is limited. At each use of Resilience to lessen the damage taken, no more than 1PP per two character levels may be used, with a minimum of 1 at level 1. This does still mean though, that it may be used multiple times per round, to a maximum of once for each moment the Elan receives damage.

Half Giant: Powerful Build is maintained for the CMB, CMD, and grab/swallow whole bonuses, but the Half Giant does not gain the weapon size increase until character level 8.
The Half Giant choose to increase his strength bonus to +4 by increasing the penalty to dexterity to -4. This choice is made at character creation and is a permanent choice.

Norals: Norals may be created without an Erliss, as explained in the ‘Rejecting the Dreamscar’ textbox. Also, other races may be raised by Norals and may have an Erliss. This gives them Symbiotic Resistance and Symbiotic Surge, but gives them a -2 penalty on all charisma checks made against people of their own race.

Orcs: Ability Score adjustments are changed to the following: +4 str, +2 con, -2 to any two mental scores (int, wis, cha).

Orcs & Hobgoblins: Feats that require a character to be a half-orc may be chosen, within reason. I’ll be the final judge.

Classes, archetypes & prestige classes
The following adjustments will be made:

General:
- I know there are several tricks to increase companion levels to above character level. Whatever the wording of those abilities, no master of a companion, eidolon, or familiar will ever have a higher effective Druid/Summoner/Wizard level than his character level.
- Harrow decks, harrow magic, and classes that work with it are allowed until further notice. This means that I know nothing about them and will only delve into them if one of you really wants to play one.

Alchemist: If an archetype removes the Brew Potion bonus feat, the feat may later be taken and will work with the Alchemist’s extracts, even though the Alchemist officially has no caster level.

Aegis: The Powerful Build customisation becomes a 4-point customization, and may only be taken by an Aegis of 12th level or higher.
The Increased Size customization remains as it is, but it may be selected earlier, at 6th level or higher.
The Ranged Attack customization is treated as a separate sort of weapon that may be specialized in through feats. The attack has a threat range of 20/x2.

Barbarian: Feel free to play either a normal barbarian or an ‘unchained’ barbarian.

Cavalier: The ‘Calling’ ability of the Order of the Stars will work with the Dark Paladin’s or Antipaladin’s ‘touch of corruption’.

Dark Paladin: A new class of Lawful Evil Paladins. They are like antipaladins, only replace every mention of ‘chaotic’ with ‘lawful’, and ‘anarchic’ with ‘axiomatic’. The antipaladin archetype ‘rough rampager’ is not allowed. The paladin archetypes ‘Divine Hunter’, ‘Holy Tactician’, ‘Iroran Paladin’, ‘Holy Shield’, ‘Shining Knight’, ‘Stone Lord’, and ‘Temple Champion’ are allowed, replacing the antipaladin versions of the paladin abilities normally replaced. Dark Paladin characters are subject to my GM’s discretion like any character, only more so.

Investigator: The ‘Brew Potion’ feat may be taken as a normal feat and works with the Investigator’s extracts, even if the Investigator has no spellcaster level.

Monk: Feel free to play either a normal monk or an ‘unchained’ monk.

Ninja: The Ninja will not be allowed, but see Rogue.

Oracle: Skillpoints at each level changes to 6 + int modifier.
Epiphany: At level 5, 9, 13, and 17, the Oracle receives an epiphany. The Oracle must select one of the following list of epiphanies. Each epiphany may be taken multiple times.
Divine teachings: The oracle receives a vision or a series of visions that show her the true nature of how things work. The oracle receives Skill Focus in any skill that’s either on the oracle class skill list, or on the list of additional class skills of the oracle’s chosen revelation.
Soul Searching: The oracle encounters figments of her subconscious self in her dreams, and those figments give her challenges to overcome. Once overcome, the internal challenges make the oracle more aware and resilient to external hardships. She receives +1 to any saving throw and +1 to another saving throw.
Overcoming Mortality: The Oracle gets infused with a part of the divine power that is in her blood. She receives a +1 ability increase to an ability score of her choice. This may not be the same ability score that was most recently increased due to the ability increases gained at every four character levels.
Sacred Vessel: The oracle becomes more at one with her divine magic and receives boons by letting her power flow through her. Whenever she casts a divine spell, she receives fast healing 1 for a number of rounds equal to the spell level of the spell cast. Rounds from multiple spells do not add up, but overlap. If this epiphany is taken more than once, the fast healing increases by 1 for each time it is taken.

Paladin of Freedom: A new class of Chaotic Good paladins. They are like paladins, only replace every mention of ‘lawful’ with ‘chaotic’, and ‘axiomatic’ with ‘anarchic’. The following oaths may not be taken: oath against chaos, oath of chastity, oath of loyalty. The following archetypes may not be chosen: Iroran Paladin, Stonelord, Tranquil Guardian, or any of the antipaladin archetypes.

Rogue: As a basis. Use the ‘unchained’ rogue. The following adjustments still apply:
Level 1: The rogue may choose the ninja’s ‘poison use’ instead of ‘trapfinding’
Level 2: The rogue may choose the ninja’s ‘ki pool’ instead of ‘evasion’
Level 2 (and up): The Rogue may take Ninja Tricks instead of Rogue Talents and Advanced Ninja Tricks for Advanced Rogue Talents.
Level 3: The rogue may choose the ninja’s ‘no trace’ instead of ‘danger sense’
Level 4: The rogue may permanently forgo ‘debilitating injury’ to change either the fortitude or the will save to a strong save. If the rogue chooses this feature, the chosen save immediately changes from +1 to +4, and thereafter progresses as quickly as the rogues’ reflex save.
Level 6: The rogue may choose either the ninja’s ‘light steps’ ability, or gain the ‘lightfooted stride’ ability, as described here.
Light-footed Stride: The rogue may treat difficult terrain due to crowds, rubble, furniture, mud, sand, snow, ice, pillars, tree trunks, or any undergrowth lower than half his size as if it is normal terrain, permanently. The rogue still needs to see his target or know for certain where his target is to charge through such terrain. Terrain that has magically been enchanted to impede movement, still hinders the rogue.
Level 20: The rogue may choose the ninja’s ‘hidden master’ instead of ‘master strike’
Please note that if choosing any of these options these makes you lack any of the abilities a certain archetype replaces, you cannot take that archetype.

Samurai: The Samurai does not gain his exotic weapon proficiencies automatically. I’ll leave the class as is to use as a sort of tough Cavalier.

Summoner: Synthesysts are not allowed. Feel free to play either a normal Summoner or an ‘unchained’ summoner.


Prestige Classes
Prestige classes have prerequisites that are often based on outdated concepts. If you really think you should be eligible for a prestige class, please discuss it with me. Changes to prestige classes may also be discussed.

Traits
I’ll judge traits by the abilities they grant. You may form your own story to justify these abilities. Of course, this does not mean that prerequisites (like a certain religion) are waived. It does mean that campaign traits are allowed if I do not find them overpowered. The following new traits may be chosen:

Basic (Magic) Traits
Alchemical knack: Pick a class that prepares extracts when you gain this trait: Your effective 'caster' level regarding the use of extracts in this class is raised by two, to a maximum of your character level.

Feats
Prerequisites: Some feats require a character to have a certain race, class feature, or other prerequisite. However, some of these are based on outdated information If you feel like you should have access to a certain feat but the rulings say you don’t, please discuss it with me.

The Slashing Grace feat may be applied to any weapon in which weapon finesse may be taken. In the case of two handed finesseable weapons: since two handed weapons cannot be wielded one-handed, they will not be treated as one handed piercing weapons for feats and class abilities. They do, however, add 1½ times dex bonus to damage.

The Leadership feat may not be taken. Cohorts and followers can be obtained through roleplaying. A specific cohort may be requested, with no as a very possible answer.

Equipment
Oriental weapons and armour are rare, but that doesn’t mean certain armours do not have a western version. They look a little differently, but share their eastern counterpart’s statistics. The following eastern armours are available under western names: Haramaki (mage’s chain), Kikko (silenced chainmail), Tatami-do (scout’s full plate).

Characters at first level will receive the maximum amount of gold their class indicates.

Character Death
I really wish to discourage character switches. Starting characters at higher levels will have 80% of the party’s average experience points, and will have 50% of starting wealth for that level. Of course, if despite good play, or even better, because of it, a character dies, other rules will apply.


I like the paladin of freedom. Do you mind if I use it in my world?

I always give full hp at first level, otherwise it's hard for any character to survive. After that I have them roll, but do not accept below average rolls, ie d6 =4-6, d8 = 5-8 d10 = 6-10 and d12 = 7-12. I'm not saying your's is wrong, just different.

Of course I do the same for monsters, what's good for the goose is good for the gander.

Oriental weapons being rare in your world, and the Samurai not getting their exotic weapon feet kind of makes it pointless to play one. Why would anyone want to play a Samurai under those restrictions.

And finally, I think you would have caught more fish if you had used smaller chunks of bait. You probably would have gotten more comments it you had split this into four or so smaller posts. Just sayin' :)


Too late to edit. I should have said average or below average.

Silver Crusade

Thanks for replying :)

You're probably right about the more comments thing. I might try that. I particularly want feedback on the Rogue and Oracle, so I'll up that.

And of course, by all means, use the Paladin of Freedom :)

I once got the idea through a 2nd edition AD&D Birthright book I have somewhere that allows Paladins of some god (I believe Eric?) to be chaotic good. So... It's sort of stolen already ;)

I'm all for rolling dice. But it's very nice to be able to build characters without the presence of a GM who needs to check your rolls. In the end, that was what convinced me of the coolness of standardised Ability score points and hitpoints :)

If the samurai would be only the exotic weapons, one feat would make a cavalier as cool. I'm not a fan of the samurai, but the class has its own perks.


That would be Cuiraécen. Erik's priesthood are druids, rather than clerics. :)


Dazing spell allows a will save every round after the first. Still an encounter ended but now the enemies get a turn. Sometimes.


Paladin of Freedom is also in the 3.5 Ed Unearthed Arcana, along with Paladin of Tyranny (LE) and Paladin of Destruction (CE)

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