101 Common Houserules


Pathfinder RPG General Discussion

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1: Boon Companion and similar feats for Animal Companions and/or Familiars that list having to have the class ability, can be taken even if you got the critter by way of feats, such as Animal Ally, Eldritch Heritage, etc.


2: When you level up you can take half +1 instead of rolling for HP.


Familiar Bond says you get the familiar as a wizards class feature. Animal Ally grants you an animal companion as if you were a druid. RAW, those feats work fine with Boon Companion.

3) Ignoring Encumbered. It gets useless to track after just a few levels and most players at my table don't try to carry 120lbs of firewood as a 7 Str wizard.


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No confirming natural 20 criticals or natural 1 fumbles.


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5) Including critical fumbles in the game. It’s a common houserule, though, I would argue, a deleterious one.


SorrySleeping wrote:
3) Ignoring Encumbered. It gets useless to track after just a few levels and most players at my table don't try to carry 120lbs of firewood as a 7 Str wizard.

I thought this, but I've found myself encumbered in some surprising high level situations (such as an druid 16 with 8 Strength wild shaping into a tiny bird). It is a common house rule, though.


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6) You don't have to bother using Handle Animal on your own animal companion unless you're attempting to push it.


Reksew_Trebla wrote:
1: Boon Companion and similar feats for Animal Companions and/or Familiars that list having to have the class ability, can be taken even if you got the critter by way of feats, such as Animal Ally, Eldritch Heritage, etc.

I thought that at least Boon Companion already let you do this. Yes, it says "class feature" in the prerequisites, but the feats (chains in all but name) that give you an Animal Companion or Familiar effectively give you the class feature.


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7: Either group XP, or group level ups at an appropriate time in the adventure.

This certainly isn't universal but it is common I think.


Half round-up hitpoints and milestone leveling aren't "house" rules per se (as PFS and adventure-paths use them respectively), nor is just ignoring niggling annoyances after awhile (e.g., most GMs aren't going to pester the archer for arrow-counts unless it's a drag-on dungeon-crawl). Similarly, it seems like everyone knows how to ride a horse OoC even when their build suggests they'd get bucked off.


That the PFS house rules include something doesn't make them part of the core rules. I dunno how Paizo's adventure paths do levelling but I can't see that as part of the core rules either.


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Older spells that key off of a particular stat change to the appropriate stat when used by newer classes


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8. If this is your first night at Pathfinder, you have to find a path.


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Ooh! House rules! One of my favorite topics. I'm a compulsive tinkerer.

9. Clerics spontaneously cast their domain spells, not cure spells. It's more thematic and it makes clerics less of a healbot.

10. Weapon feats (like Weapon Focus) apply to a class of weapons, not an individual weapon. (by "class of weapon" I mean the groups from the fighter entry) It's less restrictive to characters so they don't have to only wield that one weapon forever.

11. Combat Maneuvers only provoke an attack of opportunity if they fail, or if the target has a higher feat in that combat maneuver. I want my players to have dynamic combats, not hackfests. By opening up combat maneuvers as viable options, it makes for much more interesting encounters.

12. Use Evil Lincoln's "strain-injury" hit point variant. It makes most damage "strain" which returns after combat. Injuries are caused by crits, failed saves, or the final hit that drops you below 0 hp. These have to be healed. It reduces the 15 minute work day effect, speeds up play after a combat is over, and makes injuries more of a story element than a mechanical one.

13. I love the Wild Magic table from Pathfinder Unchained. I use that for disrupted spells, like from failed Concentration checks. Just fizzling is lame. These mishaps make it memorable.

14. This one's a bit more out there, but I allow my casters to continue casting after they're out of slots, but each spell cast after they're out causes an injury equal to 5 x spell level. So a sorcerer could cast bull's strenght (2nd) after he's spent, but he takes a 10 hp injury for doing so. It promotes the "yes and..." style of games where players can do cool things, but with consequences. It aligns with magic from literature better, too.

Dark Archive

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Pathfinder Adventure Path Subscriber

15. Coins have no weight.


Slim Jim wrote:

Half round-up hitpoints and milestone leveling aren't "house" rules per se (as PFS and adventure-paths use them respectively), nor is just ignoring niggling annoyances after awhile (e.g., most GMs aren't going to pester the archer for arrow-counts unless it's a drag-on dungeon-crawl). Similarly, it seems like everyone knows how to ride a horse OoC even when their build suggests they'd get bucked off.

The list is for 'common' house rules. And these are very commonly used in a lot of different games, even outside of PFS and APs where they are SUGGESTIONS and not rules.

And the skill Riding says you can do all of the standard horse transportation things without a roll until you hit a specific list of activities that do require a roll. So if you just want to travel from town to town via horse you don't need any skill rolls until the GM says so. The only reason to invest in Riding skill is because you plan on staying in the saddle during an encounter.


Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game, Starfinder Roleplaying Game Subscriber; Pathfinder Comics Subscriber

16. Hit Points:
Characters start first level with max hit points and gain max hit point for every level up till 5th level after 5th level roll for hit points using this chart.
D6 Hit Points = 3+1d3
D8 Hit Points = 4+1d4
D10 Hit Points = 5+1d5
D12 Hit Points = 6+1d6
17. Background Skills:
The background skill rules from Pathfinder Unchained will be in use.
18. Hero Points:
As in the Advanced Players Guide Pg. 322-325, with one change being that your maximum amount of hero points is 3 plus half your level instead of just 3.
19. Drawing an Item:
Any character who can draw a weapon as a part of a move can draw anything reasonable (a wand, potion, etc.) as a part of move. This is also true for the quick draw feat.
20. Healing:
When using a healing effect and the player does not like the roll of the dice they may take a standard amount equal to half of each dice.
21. Raging:
For all class rage abilities the bonus hit points granted are temporary hit points that are lost first when a character takes damage, they disappear when the rage ends, and are not replenished if the character enters a rage again within 1 minute of her previous rage.
22. Vital Strike:
The Vital Strike Feat chain can be used anytime you make a single attack. (Charge, Spring Attack, Etc.)
23. Shield Bash:
The bashing armor property from ultimate equipment stacks with the spiked shield weapon dice increase.
24. Combat Maneuvers:
Combat maneuvers only provoke an attack of opportunity on a failed attempt
25. Fumbled Concentration Checks:
Anytime a spell caster rolls a natural 1 and fails their concentration check they provoke an attack of opportunity.
26. Critical Successes and Failures:
For skill and ability checks, a 20 is not an automatic success and a roll of a 1 is not an automatic failure. If you roll a natural 20 it counts as if you rolled a 30 on the d20, if you roll a natural 1, it counts as if you had rolled a -10
27. Critical Hits (Critical Hits Deck):
On confirmed critical hits the player will draw from the critical hit deck
When resolving a critical hit with an x3 of x4 weapon draw one card. If the weapon has an x3 critical modifier, increase the base damage dealt by the card by one step. So, a card that deals “normal” damage plus an effect would deal “double” damage plus the listed effect. Cards that deal “double” damage would deal “triple” damage and so on. If the weapon has a x4 critical increase the base damage dealt by the card by two steps
If the character scoring the critical hit also has Weapon Focus in the weapon used, the player may draw an additional card and chooses which result to apply. A Character with Greater Weapon Focus may draw two additional cards
Only Important NPC/Monster draw from the Critical Hits Deck, all other NPC/Monster follow standard critical rules.
28. Critical Fumbles (Critical Fumble Deck)
Whenever the attacker rolls a natural 1 on the dice the attack misses and there is the threat of a fumble. The attacker must immediately make a confirmation roll, using their full B/A with all modifiers. If the attack roll would miss the target the character fumbles and must draw a card from the deck.
All PCs, NPCs and Monsters draw from the Critical Fumble Deck
The DC for the save effects is equal to the targets AC unless a DC is listed on the card.
If the character scoring the critical miss also has Weapon Focus in the weapon used, the player may draw an additional card and chooses which result to apply. A Character with Greater Weapon Focus may draw two additional cards
29. Spell Failure:
Any Spell cast will automatically fail if the player does not know how the spell works when casting. This includes all Summoning and Wildshape spells that require you have the stat block ready on a phone/computer/index card at time of casting.
30. Instant Death:
If a character rolls 3 20s in a row on an attack the victim of the attack is automatically reduced to the dying condition. If a character rolls 3 1s in a row on an attack the attacker is automatically reduced to the dying condition. (Character must be vulnerable to instant death)
31. Experience Points:
Characters will not receive Experience points but will be given levels when the GM and the story provides for it.
32. Books in Use:
Only Paizo books will be allowed in this game


ckdragons wrote:

15. Coins have no weight.

15 bis encumb rance rules get ditched so long as it"s convenient

Then again when there are hundreds and hundreds of coins (50 coins to a pound), I might ask the characters to take account of how much they carry and how much of the loot they can easily carry and what they want to leave behind


Wildebob wrote:
9. Clerics spontaneously cast their domain spells, not cure spells. It's more thematic and it makes clerics less of a healbot.

100% stealing that. I was thinking about stealing the PF2 Heal or letting the Clerics add meta magic for semi-free, but this works so much better.


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Quote:
13. I love the Wild Magic table from Pathfinder Unchained. I use that for disrupted spells, like from failed Concentration checks.

That’s awesome. Might steal that.

Dark Archive

Pathfinder Adventure Path Subscriber

32. Exploding Critical - If you roll a natural 20 on the critical confirmation roll, roll a 2nd critical confirmation roll to increase the critical modifier of the attack (i.e. x2 to x3). This is open ended as long as natural 20s are rolled.


ckdragons wrote:

32. Exploding Critical - If you roll a natural 20 on the critical confirmation roll, roll a 2nd critical confirmation roll to increase the critical modifier of the attack (i.e. x2 to x3). This is open ended as long as natural 20s are rolled.

I once rolled 4 20s in a roll from that house rule back in 2nd edition. It was actually against a tough gnoll when we were all low on HP, too.


33. Leveling up to 4, 8, 12, etc. grants you two ability points, but they have to be spent in different ability scores. This lets characters play with their other stats a bit more without screwing them over by not raising their primary class score.
34. Every session, the group gets to mulligan one roll.
35. A reroll from any source only counts once you get anything else. Rerolling a 6 into a 6 doesn't work, but rerolling a 6 into a 15 or a 6 into a 1 does.
36. All classes that aren't intelligence-based have, at minimum, 4+int skill points.
37. When reducing an enemy below 0 HP, you can just decide whether they're killed or unconscious. Nonlethal damage rules are clunky and poorly implemented.


38) Classes gain normal weapon proficiencies + Weapon group of their choice. Refer to Fighter Weapon Training.

It's something I'm playing around with if only to open up some options while still narrowing things down.

39) Style Feats unlock the next feat in the chain once the requirements are met.

This might be a little strong but it helps to shore up Style feats in general and for classes that want a Style but can't afford 2-3+ Feats.

40) Added Positive and Negative damage bonus to weapon effects(So like Corrosive or Frost just with channel damage types). Characters that can Channel may do so using their weapon as a focus, adding the bonus damage to their Channel effect.

Opens up another damage type or two along with boosting channel(And with the earlier weapon proficiency change helps out channel builds).

These are still in testing, but the first 2 are pretty well received in the groups I play in.


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+2 Abil Score instead of +1 Abil Score at lvl 4, 8, 12, 16, 20.

Natural 20's do not need to be confirmed.

Everyone has the benefit of the feat Quick Draw when accessing any item/weapon/wand/etc. that is readily available (i.e. not something from your backpack or bag of holding though).

Encumbrance and Arcane Spell Failure are not tracked.

No exp. Group levels up at regular intervals based upon the storyline.

If you're late to the table, 10 pushups for every 1 minute you're late, OR, $1 in the Pizza Jar for every 1 minute you're late.

All Paizo and 3rd party material is available. Player-created classes/PrC's/archetypes/weapons/armor/spells are encouraged but subject to GM approval.

In PvP, if you make a killing blow on another PC that reduces their HP from a positive amount to below their negative Con amount, rather than killing the PC, you can elect to not cause the damage and instead reduce the PC to -1 HP and stable.

If you ever roll three consecutive 1's with any die, you must burn that die in front of all the other die in order to teach the other die a lesson.


Some of my personal house rules

41) Channeling Negative/Positive Energy does BOTH effects. For instance, channeling negative energy damages living and heals undead.

42) All classes have a minimum of 4+ int skills (because basic level magic is better than skills anyway, so might as well load people down with skills)

43) All classes have at least 2 good saves (makes some otherwise lame classes much more robust while not breaking them. For instance, Rogue's being slippery minded in addition to just plain slippery is a huge help)

44) Characters with full BAB progression become proficient with 1 exotic weapon of their choice at 1st level and every 4 levels.

45) Variation on Level Up: During level up a character may reroll their HP gained upon level up if the result would be less than or equal to their constitution modifier. (John is a fighter with 14 constitution, when leveling up he rolls a 2. As his constitution modifier is also 2, he can reroll his HP. John may continue to do this until he rolls a number above his constitution modifier, in this case 3 or higher.)

45b) In regards to rule 45, a character with a con modifier higher than the dice size (so having a 24 Constitution as a character with d6 HP gained every level) instead is treated as having rolled their Con modifier. So a creature with 24 Con, and d6 HD would be treated as rolling a 7 on their d6.


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Use the original printing for Scarred Witch Doctor, Crane Wing, and Crane Riposte.


SorrySleeping wrote:
Wildebob wrote:
9. Clerics spontaneously cast their domain spells, not cure spells. It's more thematic and it makes clerics less of a healbot.
100% stealing that. I was thinking about stealing the PF2 Heal or letting the Clerics add meta magic for semi-free, but this works so much better.

I thought one of the Cleric archetypes actually did this, but now I can't seem to find it . . . .


47) stunning irruption doesnt stun you and your allies, tis not that silly a place.


48. Intimidate: The ‘Bully’ specialization is added to this skill, allowing you to use your STR modifier to the check instead of CHA, but only when your physical prowess would be applicable to the check.

49. New Spell: (I alsu use wild surge for failed spellcasting if I remember too)
Reckless Dweomer* (Evocation) (Sor/Wiz 1)
Range: Special; Components: V, S; Duration: Special; Casting Time: Full Round; Area of Effect: Special; Saving Throw: Special
This spell is the wild mage's ultimate last-resort spell. When cast, the mage releases a sudden flood of wild magical energy in the hope of seizing and shaping that energy into a desired spell effect. The attempt usually fails, but something almost always occurs in the process.
Before casting the spell, the mage announces the spell effect he is trying to create. The mage must be able to cast the spell (i.e., have it in his spell book or have it as a known spell if a spontaneous caster), but need not have it memorized. After announcing the spell (along with the target and any other conditions required by the spell), the wild mage casts reckless dweomer. A burst of magical energy is released, which the wild mage tries to manipulate into the desired form. The actual effect of the spell is rolled randomly on Wild Surge Results.
Because the release of energy is planned by the mage, his level is added to the dice roll. If the result indicates success, the mage has shaped the magical energy into the desired effect. More often than not, the effect is completely unexpected. The result may be beneficial to the mage or it may be completely disastrous; this is the risk the mage takes in casting reckless dweomer.

Chaos Shield* (Abjuration) (Sor/Wiz 2)
Range: Touch; Components: V, S; Duration: 1d10 rounds+2 rounds/level; Casting Time: Standard Action; Target: Self, Saving Throw: Special
Following the discovery of wild magic came the discovery of wild surges and the personal danger such surges create. After several wild mages destroyed themselves by rather spectacular means (or suffered very odd side effects), the chaos shield was created as protection from these surges.
This spell imbues the wild mage with special protection against the effects of wild surges. It protects only against wild surges caused by the caster's own spells, not from the effects of another mage's wild surges.
When a wild surge affects a caster protected by chaos shield, he is allowed a Will Save (DC Equal to Spell Being Cast). If the saving throw is successful, the effect of the surge on the caster is negated. If the saving throw is failed, the caster is affected normally by the surge. The spell does not protect against wild surges that might be caused by its own casting.
The chaos shield protects only the caster and does not negate the effects of a wild surge for other characters that might be in the area of effect. The caster cannot voluntarily cancel the protection once he has learned the nature of a wild surge; the chaos shield protects from both good and harmful effects. Thus, if a wild surge resulted in a heal spell for all characters within 10 feet of the caster, the protected caster might not benefit, while all others in the radius would be healed.
The spell remains in effect until it negates a wild surge or the spell duration expires.

50. The Planar map is primarily based on Planescape’s Great Wheel.


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Darigaaz the Igniter wrote:
Use the original printing for Scarred Witch Doctor, Crane Wing, and Crane Riposte.

Indeed, the scarred witch doctor was built all around being CON based, the faq/erretum making it INT based just was wrong.


UnArcaneElection wrote:
SorrySleeping wrote:
Wildebob wrote:
9. Clerics spontaneously cast their domain spells, not cure spells. It's more thematic and it makes clerics less of a healbot.
100% stealing that. I was thinking about stealing the PF2 Heal or letting the Clerics add meta magic for semi-free, but this works so much better.

I thought one of the Cleric archetypes actually did this, but now I can't seem to find it . . . .

I believe Evangelist clerics get something similar, but it's a set list rather than domain spells.

Oddly enough, I think Urban Druids get this.


Ryze Kuja wrote:

Everyone has the benefit of the feat Quick Draw when accessing any item/weapon/wand/etc. that is readily available (i.e. not something from your backpack or bag of holding though).

If you're late to the table, 10 pushups for every 1 minute you're late, OR, $1 in the Pizza Jar for every 1 minute you're late.

1) How do you handle what is "readily available" in your game, I'm trying to fiddle with this rule a bit for my players in an upcoming AP, but don't want to break the the wall of realism. I know my players will say "Oh course my wizard robes have 500 easily accessible pockets to hold potions, wands, scrolls, keys, rope, etc" if they know it has a mechanical advantage.

I was thinking of having the Quick draw feat grant weapon drawing as a free action and then make withdrawing bagged items as part of a normal move action, like the ruling for normal weapon drawing with at least 1 BAB.

The reason I feel like I can't just make everything a free action is because of specifically described items you can get for easy accessibility for limited stuff like a bandoleer, or a spring loaded wrist sheath etc.

2) We would have the swollest group of gamers of all time if we followed the push-up rule lol.


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Pathfinder Adventure Path Subscriber

So getting this back on track to common houserules rather than obscure and interesting ones:

51) Fractional Bonus Progression. A lot of people run the rules this way without even realizing it's a houserule.

52) Automatic Bonus Progression. Has rapidly become a staple of the game since its introduction; I see people singing its praises all over the boards

53) Weapon Finesse for free. A lot of people give away feat taxes for free, and this is one is at the top of literally every list I've ever seen on the subject.

54) Alignment. Mind you, no two houserules are the same, but pretty much no one is running alignment strictly by the RAW. Everyone has their own take on it.


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55) Natural 20 on a confirmation roll is automatic max damage. So double or triple max.


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Archimedes The Great wrote:
Ryze Kuja wrote:

Everyone has the benefit of the feat Quick Draw when accessing any item/weapon/wand/etc. that is readily available (i.e. not something from your backpack or bag of holding though).

If you're late to the table, 10 pushups for every 1 minute you're late, OR, $1 in the Pizza Jar for every 1 minute you're late.

1) How do you handle what is "readily available" in your game, I'm trying to fiddle with this rule a bit for my players in an upcoming AP, but don't want to break the the wall of realism. I know my players will say "Oh course my wizard robes have 500 easily accessible pockets to hold potions, wands, scrolls, keys, rope, etc" if they know it has a mechanical advantage.

I was thinking of having the Quick draw feat grant weapon drawing as a free action and then make withdrawing bagged items as part of a normal move action, like the ruling for normal weapon drawing with at least 1 BAB.

The reason I feel like I can't just make everything a free action is because of specifically described items you can get for easy accessibility for limited stuff like a bandoleer, or a spring loaded wrist sheath etc.

2) We would have the swollest group of gamers of all time if we followed the push-up rule lol.

I don't really like messing around with consuming player actions on their turn to grab certain items because it bogs down combat and elongates real life time spent in combat. So I just let the players brandish anything that would be expected to be at the ready (this doesn't take away from reality because the PC should be wearing pouches, bandoliers, and belts that are meant for having easy/fast access to certain items). This includes but isn't limited to sheathed weapons, weapons from spring-loaded wrist sheaths, wands, scrolls, spell components, acid flasks, alchemist's fire, potions, metamagic rods, etc. If the item is used in combat, then it's generally expected to be at the ready. I don't limit this at all as far as how many items can actually be at the ready, I only limit it by what the PLAYER believes that they would have to fight with; so here's the general rule: if you don't fight with it, then it's not at the ready (unless the PC specifically says it's at the ready)... if you fight with it, then it's always considered at the ready.

The only time I'd actually call out a PC on this is if the item they're pulling out is generally not expected to be readily available for combat. Rope, snowshoes, grappling hooks, maps, grand pianos, books, journals, pencils, etc.

This rule speeds up our combat by a lot. And I mean a lot. I couldn't even imagine going back to playing the proper rules :P lol :P


That rule is great, I remember a mage of mine, back in AD&D who had a special belt and double bandoleer to support and make accessible all his wands and scrolls ... he even carried several rings held by chains to his wrists in case his usual arrangement proved less than optimal (like having that ring of wishes readily available for major emergencies, or the one of water elemental control, which he did not usually wear since regeneration and protection +3 were generally preferable)


MageHunter wrote:
UnArcaneElection wrote:
SorrySleeping wrote:
Wildebob wrote:
9. Clerics spontaneously cast their domain spells, not cure spells. It's more thematic and it makes clerics less of a healbot.
100% stealing that. I was thinking about stealing the PF2 Heal or letting the Clerics add meta magic for semi-free, but this works so much better.

I thought one of the Cleric archetypes actually did this, but now I can't seem to find it . . . .

I believe Evangelist clerics get something similar, but it's a set list rather than domain spells.

Oddly enough, I think Urban Druids get this.

Okay, thanks -- the alternate class feature text in this one let me pull up some others:I excluded some additional archetypes that are hard-coded to 1 Domain (effectively similar to Evangelist Cleric, even though the Evangelist Cleric spontaneous casting list isn't a Domain). Also excluded 3rd party.


Wildebob wrote:
9. Clerics spontaneously cast their domain spells, not cure spells. It's more thematic and it makes clerics less of a healbot.
Better: let them do both!
Quote:
10. Weapon feats (like Weapon Focus) apply to a class of weapons, not an individual weapon. (by "class of weapon" I mean the groups from the fighter entry) It's less restrictive to characters so they don't have to only wield that one weapon forever.
This one I don't like, because it steals yet more cachet from Fighter (since fighters can do that with the Weapon Specialist advanced weapon training selection) . --All other martial classes receive some very good bennies in exchange for not being a fighter, and that's a choice they made.
Quote:
11. Combat Maneuvers only provoke an attack of opportunity if they fail, or if the target has a higher feat in that combat maneuver. I want my players to have dynamic combats, not hackfests. By opening up combat maneuvers as viable options, it makes for much more interesting encounters.
This one I dislike even worse, as it brings the rocket-tag right down into the very low levels. Maneuver spam is arguably the worst mechanic Paizo larded into the game from 3rd Ed, as in 3e you had to worry about save-or-die but in Pathfinder you also have to sweat bullets that your CMD will hold lest you be suddenly blinded and flatfooted. Successful maneuvers almost always lead to states of extreme suck (particularly in the case of Dirty Trick, or any Greater X that triggers an AoOrgasm chain-reaction), so their implementation should be a real pain in the ass to keep level-relevant in terms of feats and gold. A bad guy team with Furious/Leveraging weaponry can easily massacre the party before they know it's time to roll for initiative.
Quote:
12. Use Evil Lincoln's "strain-injury" hit point variant. It makes most damage "strain" which returns after combat. Injuries are caused by crits, failed saves, or the final hit that drops you below 0 hp. These have to be healed. It reduces the 15 minute work day effect, speeds up play after a combat is over, and makes injuries more of a story element than a mechanical one.

Ooo...shiny.

Others....

* "Exploding" crits and crit-decks: --NONONONO. Why? Because the monsters get crits too, and you know your GM is a sadist if he wants that business in his game.

* Faster attribute leveling: --I think most players would jump at that. Of course that means the enemies will scale up too, so in the end it's a wash.

* Weapon Finesse. --Don't like it. Dexterity is the most "used" attribute in game calculations, and there should therefore be at least one minor penalty for enjoying both inexpensive awesome touch-AC and a high attack-bonus.


Oh yeah, one more: Sleeping in armor does not cause fatigue.


57 (I think)) If you can't hit the table, your character can't hit his target either. All dice that do not land on the table count as 0's.

I'm not sure if it's all that common but all of the groups I've played with used it.


Another house rule that I use is that aesthetics don't need to match what is in the rulebook. Your character's armor and weapons do not need to look like the actual items described in the book.

With weapons, I generally say it needs to look like something from the same weapons class. With armor, I ignore it entirely. It's too difficult to pull off good builds without the best armor you can get, even if that armor doesn't fit with your image of the character. As long as the players know that monsters and NPCs will act as if their fashionable wardrobe provided the same defense as a suit of full-plate, I don't have any problem with it.

I'm sure many DMs fudge the rules when it comes to small things, like calling a scimitar a katana because your player really wants to use a katana but doesn't want to spend a feat to get it, but I doubt many are as lenient with armor or other items.


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( 58 ) A giant throwing a rock makes a ranged touch attack instead of a ranged attack.

( 59 ) All iterative attacks (2nd, 3rd, haste, speed wpns, etc.) are made at a static -5 instead of a cumulative -5.

( 60 ) A nat 20 on initiative grants a standard action in a surprise round. If one already had surprise, then a full round of action is allowed in the surprise round.

( 61 ) True Sight does not make one immune to Phantasmal Killer

( 62 ) A character with precision-based damage that wins Perception vs. Stealth three times in a row (Vicinity, Approach, Poised) may make a coup de grâce. This house rule allows rogues to "take out the guards."


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Pathfinder Adventure Path Subscriber

So I don't want to call out anyone in specific, because it's a lot of people, but I would like to make a general reminder that this thread is for common houserules. A lot of people are posting obscure houserules, or houserules that are basically table-specific.

Mykull wrote:
( 61 ) True Sight does not make one immune to Phantasmal Killer

This isn't a houserule; it's actually a perfectly legitimate interpretation of how True Seeing interacts with phantasms. This is because phantasms do not actually affect the senses of the target, and instead attack the mind directly.

Oh, and while I'm here:

62) If you get a bonus feat that you already have, you can immediately retrain it as part of leveling up.


63) Divine Spellcaster's don't need a free hand to cast their spells in combat.

Folks get really intense on Arcane spellcasters needing a free hand and pathetic armor to not interfere with their spells, but never seem to mind a Cleric with both hands occupied with smiting heathens casting spells as if they had a free hand.


Mykull wrote:
( 62 ) A character with precision-based damage that wins Perception vs. Stealth three times in a row (Vicinity, Approach, Poised) may make a coup de grâce. This house rule allows rogues to "take out the guards."

I love this. As someone who likes to play sneaky rogues, the worst thing ever is to nail a string of stealth checks only to whiff on your first attack, completely wasting all that good stealth.


djdust, thanks!

Dasrak wrote:
This isn't a houserule <regarding true seeing vs phantasmal killer>; it's actually a perfectly legitimate interpretation of how True Seeing interacts with phantasms. This is because phantasms do not actually affect the senses of the target, and instead attack the mind directly.

Phantasm: a phantasm spell creates a mental image that usually (emphasis added) only the caster and the subject (or subjects) of the spell can perceive. This impression is totally in the minds of the subjects. It is a personalized mental impression, all in their heads and not a fake picture or something that they actually see. Third parties viewing or studying the scene don’t notice the phantasm. All phantasms are mind-affecting spells.

Usually. Except that Phantasmal Killer does actually affect the senses as the spell says that those that are not the subject “see only a vague shape.” So, this does not fall under the usual phantasm that's only in the target's mind because there is something that other people can see.

And True Seeing says that the subject “sees through illusions,” which a phantasm is. But if the phantasm is only in the mind, then it wouldn't see through it.

The point is, it has come up enough at tables I've played at and I've seen it hashed out here on the boards several times that we made a house rule about it.

And I apologize to anybody who feels that my house rules are not common; I have a subjective frame of reference as to what constitutes “common.”

( 63 ) Casters may use bonus slots for a high ability score to prepare or cast lower level spells. Example: An 18 INT level 1 wizard may use the bonus second, third and fourth level spells to prepare three additional first level spells, just as she would be able to if she were a level 7 wizard with access to fourth level spells.

( 64 ) Petrification: Such as flesh to stone has two saving throws. During the round of the first failed save, the victim is paralyzed as they begin to turn to stone. There is a second save on round two. If failed, victim completes their transformation and is completely turned to stone. If the second save is successful, the victim is partially stoned (a fist, foot, half the face, etc.) and stunned for the remainder of the round.

( 65 ) Capstone Abilities: Are now acquired at 16th level (instead of 20th), so that players may enjoy them for a while before the end of the campaign.


Mykull wrote:


( 62 ) A character with precision-based damage that wins Perception vs. Stealth three times in a row (Vicinity, Approach, Poised) may make a coup de grâce. This house rule allows rogues to "take out the guards."

Love this... I'm stealing it if that's alright with you :)


Ryze Kuja wrote:
Mykull wrote:


( 62 ) A character with precision-based damage that wins Perception vs. Stealth three times in a row (Vicinity, Approach, Poised) may make a coup de grâce. This house rule allows rogues to "take out the guards."

Love this... I'm stealing it if that's alright with you :)

I don't allow for coup de grace but I do allow bonuses for attack, knock outs, grapple, etc etc.

Maybe should try it with coup de grace.


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Ryze Kuja wrote:
Love this... I'm stealing it if that's alright with you :)

Its easier to ask for forgiveness than permission; but, sure, by all means, purloin away!

( 66 ) Damage Reduction: Magical bonuses do not meet the requirements for non-magical DR. For example, a werewolf must be hit by actual silver to bypass its DR; a +5 sword doesn't cut it.

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