TenTens Houserules


Homebrew and House Rules


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So, I have been putting together the house rules and rules variants I want to use in my next campaign, and thought people might be interested in what I use and the variations/combinations I apply, so here they are.

I use a weird frankenstein of some of the variant rules from the gamemastery guide.

Alignment Variant
This is my variation of the Extreme Good and Evil Alignment variant.

In this variant, some creatures exemplify the concepts of extreme good and evil by their very nature. Only fiends, celestials, and other residents of aligned Outer Sphere planes have an alignment. Remove most alignment restrictions— such as the cleric and champion restrictions—but not ones related to those extraplanar creatures. Replace the removed restrictions with appropriate anathema if necessary. Additionally, the following creature types have alignments, though unlike other aligned creatures, they only have a single alignment trait;
Aberrations - Aberrations are violations of the natural law, and hence have the Chaotic alignment trait.
Constructs - Constructs are finely tuned creatures of logic, and hence have the Lawful trait
Undead - Undead (with the exception of some spirits) are malicious abominations, and hence have the Evil trait.

Champions, clerics, divine oracles, divine sorcerers, divine summoners, and divine witches gain the following class feature at level 1 to compensate for most enemies no longer having alignment traits making their aligned damage less useful (especially for good aligned divine characters - 90% of the creatures you fight as say, a tenets of good champion, have the evil trait, so I wanted to add something to compensate for losing that)

(This is a rough draft of the ability, I haven't finished writing it yet)

Divine Energy (placeholder name)
The divine energy of your deity infuses your attacks. Whenever one of your abilities, attacks, or spells that can do alignment damage of the same type as one of the alignments of your deity to a creature with no opposing alignment traits, the effect does a different damage type instead. This damage type is determined by your deity. Most deities have a single damage type for their Divine Energy. For example, Sarenrae's Divine Energy is fire, while Pharasma's Divine Energy if Force. If the effect deals damage using a damage die, reduce the die size by one step. If the effect deals a fixed amount of damage reduce the amount of damage by (I haven't figured this amount out yet). Creatures of the same alignment as the original alignment damage cannot be affected in this way. (For example, while a champion of sarenrae could use this ability to deal fire damage to a lawful neutral creature, they could not use this ability to deal fire damage to a good aligned creature).

Magic Item Variant

The below is a combination of Automatic Bonus Progression and High Quality Items from the GMGs Magic Item Variants. I like to have magic items be less commonplace and be focused on cool effects rather than just numerical bonuses (hence the ABP), but do like the idea of a smith being able to make a really nice sword just by being good at smithing without having to use magic (hence the high quality items). I also feel that ABP doesn't address what to do with temporary bonuses from things like potions (and you don't get the permanent versions of those bonuses from ABP until a much higher level than the potions give you) so I try to address that.

I won't put in the full text here, just a summary.

This variant combines Automatic Bonus Progression and High Quality Items. All permanent item bonuses, and the items that grant them are removed. Characters add the Skill Potency, Devastating Attacks, Perception Potency, Saving Throw Potency, and Ability Apex class features from Automatic Bonus Progression to their class features. Permanent item bonuses to attack rolls and AC are replaced by the High-Quality Weapons and Armor rules, and these bonuses are converted to potency bonuses. All temporary item bonuses, such as those granted by consumables, are converted to potency bonuses. If a class ability or other effect would grant an item bonus, that bonus is also converted to a potency bonus.

No Humans
My setting had an apocalyptic event called the soul plague, which occurred as a result of the god of humanity (who where largely monotheistic and closely connected with just one deity) being destroyed. This wiped out all regular humans. The half-human remnants (half-orcs, half-elves, tieflings, etc) where left to pick up the pieces and rebuild those societies, essentially forming their own cultures. There are now successor nations of half-orcs, half-elves, tieflings, Ifrits, and so on. They have their own languages and cultures. Essentially, a bunch of the half-human and versatile heritages are essentially their own ancestry for lore and worldbuilding purposes.

To represent characters from these successor ancestries, you can play as a human, but with the following restriction.

Scion of Humanity
You are a member of one of the successor cultures descended from lost humanity. Your ancestry is human, but you may only select from the following heritages, each representing a member of a different successor culture with it's own language.

Dhampir
Half-elf
Half-orc
Ifrit
Oread
Suli
Sylph
Tiefling
Undine

At the GM's discretion, you may represent your character being a member of one of the above cultures who has unusual parentage or origin, in which case the unusual parentage overrides your heritage with another. In this case, you may select a different heritage chosen from any of the versatile heritages. For example, a half-orc blessed by the heavens might choose the Aasimar heritage instead of the half-orc heritage, choosing their feats from among Aasimar and Human feats, with the half-orc part of their heritage receding into the background and not granting any feats or abilities. At the GMs discretion, you may choose to forgo access to human feats in favour of the feats for your cultures base heritage. For example, the above Half-orc Aasimar could have the Human ancestry, Aasimar heritage, but has access to Aasimar, Half-orc and Orc feats, but not human feats.

Inventory Houserule
I feel like it is kind of weird that as of the core rulebook erratas (which removed bandoliers and pouches and just made it so you can assume items are on bandoliers/pouches) that the most effective choice is to..... carry everything on assumed bandoliers/pouches, except for 2 bulk worth of items which you stick in your backpack for the bulk reduction. I haven't figured out how to houserule this, but I am thinking of keeping the "assumed bandoliers/pouches" thing, but putting a limit on how many items you can count as "worn" at once - maybe to the amount of light items that the old bandolier + 1 of the old pouches + a scroll case and quiver could hold, 1 tool kit, and 3 weapons that have a bulk of 1 or greater. Whatever is left over has to be stowed in backpacks or sacks. But I am really not sure on this one, it might be too complicated to be worth tracking.


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I finished writing the Divine Energy ability - it is a class ability granted to all divine magic wielding classes at level 1. For classes that have the option of multiple traditions, they get this ability if they choose divine as their tradition. At the GM's discretion, this ability can also apply if a character that doesn't have divine magic has an item or ability that gives them the ability to deal alignment damage, so long as they follow a deity (like if you have a fighter who worships Iomedae and finds a holy sword or something).

While it is designed to compensate for the Extreme Good and Evil variant making alignment damage useless against most enemies, you could add it to normal games as a feat to let your champions and clerics and so on do elemental damage with their alignment damaged based abilities, to give them some flexibility (it is also just cool to let a champion of sarenrae do fire damage with their abilities).

My setting has its own pantheon, but my advice for anyone who wants to use this in Lost Omens games or their own settings is to give each deity one damage type for their Divine Energy entry, and to keep it to energy damage types* (so that all of the deities are facing up against energy resistances instead of the more common physical resistances), and to avoid using positive (as positive has a similar problem to the problem this ability seeks to solve in that most enemies won't be damaged by it). Give anti-undead deities like Pharasma Force (as it helps against ghosts) instead of positive. If you want a deity to have two divine energy types, make it a choice the player has to make at level 1 and is locked into so that they don't get to pick and choose based on the situation.

*so you would choose out of acid, cold, electricity, fire, force, negative, sonic

All of that said, see below for the ability in case anyone is interested. If anyone reads it and sees a way I could word it better or finds any part of it confusing, I would love if you let me know.

Divine Energy
The divine energy of your deity infuses your attacks, allowing you to use abilities that inflict alignment damage on creatures that would normally suffer no damage. When one of your abilities, attacks, spells, or other effects would deal alignment damage to a creature that doesn’t have the opposing alignment, your effect deals a different damage type instead. This damage type is determined by your deity, and is usually a type of energy damage. When used in this way, the effect has the energy trait matching your deity’s Divine Energy type. If the effect deals damage using a damage die, reduce the die size by one step when using Divine Energy. Creatures of the same alignment as the original alignment damage type are immune to this damage, and you can only use this ability to replace alignment damage of types matching your deities alignment traits.

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