House Rules
For Pathfinder
Races
Half-elf
A half-elf gains Diplomacy as a class skill, regardless of class.
Read the description in the rulebook; it's all about how half-elves act as diplomats and go-betweens.
Quarterlings
These are half-breed halflings, in three flavours: Elflings, Dwarflings and Goblings.
Classes
Some new clerical classes. I didn't deliberately set
out to create only clerical classes, but apparently that's a gap that
needs to be filled.
PC-grade NPC classes. I believe that all character
levels should be roughly equal, and the standard NPC classes break
this pattern. This is not to say that a 5th level baker should be able
to slay ogres like a 5th level fighter, but that he should be as good
at baking bread (and everything else in his day to day role) as the
fighter is at his day to day role.
These were designed for 3.5 and some need to be upgraded for Pathfinder.
- The Professional
A PC-grade Expert. Too weak (in that it's functionally worse than a rogue).
- The Yeoman A
PC-grade rural Commoner (now rewritten for Pathfinder).
- The Bloke A
PC-grade urban Commoner. This is under construction.
- The Merchant
A PC-grade merchant. Also under construction.
- The Noble A PC-grade aristocrat (now rewritten for Pathfinder).
- The True Adept
A PC-grade hybrid hedge wizard / witch / shaman. Not done yet.
Different mechanics
Bard
A Bard cannot use the Quicken Spell feat
(confirmed).
Cantrips: A bard knows 2+Cha mod cantrips at 1st level, increasing thereafter as in the table.
And this is the same for all casting classes: 2 less than normal, plus casting stat mod.
Cleric
Orisons: There exist domain spells at level 0.
At 1st level, a cleric can cast 1 domain orison, plus a number of other orisons equal to his Wisdom modifier.
This increases thereafter as in the table.
At 6th level, he gains an additional domain slot if he has two or more domains; the two domain slots must contain spells from different domains.
Undeath Domain: (alternative to RAW)
You gain the Command Undead feat.
[1st level domain power 3+Wisdom modifier per day]
Undead Horde (Su): At 8th level, when you cast Animate Dead and Create [Greater] Undead, you may forego the usual
material component. In such cases the duration is limited
to 1 hour per level. When the spell expires, the undead "dies" immediately.
Spells:
0 Disrupt Undead
1 Hide from Undead
2 Command Undead
3 Animate Dead
4 Enervation
5 Create Undead
6 Antilife Shell
7 Control Undead
8 Create Greater Undead
9 Energy Drain
Music Domain: (new)
Perform (any musical instrument) is a class skill. You may use your Wisdom modifier instead of your Charisma modifier for Perform checks.
Bardic Music (Sp): You can use the Bardic Music ability as a bard of your class level, a number of rounds per day equal to 3 + your Wisdom modifier. This number increases by 1 at 3rd level, and every other level thereafter (3, 5, 7, etc).
Your cleric levels stack with other classes that provide Bardic Music abilities.
Angelic [Diabolic, etc] Choir (Sp): At 8th level, [something: sing in the background for x rounds, and/or in addition for extra range & DC?]
Spells:
0 Ghost Sound
1 Hypnotism
2 Suggestion
3 Emotion
4 Shout
5 Sending
6 Mass Suggestion
7 Power word, Stun
8 Otto's Irresistible Dance
9 Wail of the Banshee
This always seemed an odd omission.
Druid
Orisons: A druid can cast 1+Wisdom mod orisons at 1st level, increasing thereafter as in the table.
Fighter
4 skill points. Acrobatics & Heal are class skills.
Bravery is flat +1 per level. This doesn't apply to other effects (eg Armed Bravery) that match the Bravery bonus, which use the RAW progression.
Cleave or Vital Strike as bonus feats at 8th and 13th level. Can substitute any other combat feat if you already have both.
Blademaster Archetype:
At 1st level, swaps proficiency in Tower Shield for the Weapon Proficiency feat (for 1 or more exotics).
Monk
Assume a standard ('chained') monk, but:
A Monk gets BAB equal to his class level whether flurrying or not.
Leaping Kick: At 1st level: +1d6 damage on unarmed attacks if moving at least 10 feet. This goes up by 1d6 every 4 levels (5, 9, 13, 17)
Paladin
Detect Evil requires concentration and maybe a funny
look. It improves with level, and is not as good as the spell until
about 10th. The definition of 'Evil' varies, and is primarily based on
anything fundamentally opposed to the paladin's religion.
The same principle can be applied (though less so) to Smite Evil.
Paladins get cantrips:
A paladin gets (Level+Wis Bonus)/4 cantrips per day, rounded down,
starting at 2nd level. So a 5th level paladin with 14 wisdom gets 1, a
9th level paladin with 16 wisdom gets 3, etc. Note that the paladin
will always get a 0th level spell before he gets his first 1st level,
barring a Wisdom increase to 12 at 4th level. Before 4th level, he has a caster level of 1.
Paladin Spell List (where different from RAW)
0-LEVEL PALADIN SPELLS (ORISONS)
Guidance
Heave
Holy Blow
Purify Food and Drink
Resistance
Stabilize
Virtue
1ST-LEVEL PALADIN SPELLS
Detect Chaos
Light
Ranger
Rangers get cantrips:
A ranger gets (Level+Wis Bonus)/4 cantrips per day, rounded down,
starting at 2nd level. So a 5th level ranger with 14 wisdom gets 1, a
9th level ranger with 16 wisdom gets 3, etc. Note that the ranger will
always get a 0th level spell before he gets his first 1st level,
barring a Wisdom increase at 4th level. Before 4th level, he has a caster level of 1.
Ranger Spell List (where different from RAW)
0-LEVEL RANGER SPELLS (ORISONS)
Beast Whisper
Detect Poison
Find Water
Finger Flame
Fleet Foot
Know Direction
Guidance
Resistance
Stonecunning
Summon Small Animal
Stabilize
1ST-LEVEL RANGER SPELLS
Purify Food and Drink
Rogue
The rogue is commonly regarded as being very weak, especially at higher levels.
This is partly because RAW talents are universally feeble, partly because they are medium BAB with no way to improve their accuracy
and partly because other classes have stolen their class features.
So a major upgrade is in order.
Start with the Unchained version. This is almost good enough, but fails at high levels and does little for a rogue's defences.
Finesse Training (Ex): At 1st level, a rogue gains Weapon Finesse as a bonus feat. In addition, she can select any one type of weapon that can be used with Weapon Finesse (such as rapiers or daggers). Once this choice is made, it cannot be changed. Whenever she makes a successful melee attack with the selected weapon, she may add the lesser of her Dexterity modifier or her rogue level, instead of her Strength modifier to the damage roll. If any effect would prevent the rogue from adding her Strength modifier to the damage roll, she does not add her Dexterity modifier. The rogue can select a second weapon at 11th level and a third at 19th level..
The damage bonus on RAW Finesse Training is too all-or-nothing. There's a massive jump in damage at 3rd level, from not enough to too much. This smooths it out.
Shadow Strike (Ex): When attacking targets in areas of dim light, a rogue does not suffer the standard 20% miss chance on attack rolls for being in the poorly lit area and can conduct sneak attacks as normal.
Danger Sense (Ex): Includes RAW Trapfinding; replaces Danger Sense, stacks with & is otherwise considered Trap Sense
A rogue possesses an intuitive sense concerning all manner of traps and ambushes. Beginning at 2nd level, she adds 1/2 her level: as a dodge bonus to AC against attacks made by traps; to all saving throws associated with traps and their effects (such as spells and poison); to skill checks made to build, disarm, or locate traps; and to any skill checks made to determine awareness in a surprise round. A rogue can also use Disable Device to disarm magic traps.
Cynical: A rogue is inherently distrustful. At 2nd level he gains a +1 bonus to saving throws against charms and illusions. This increases by +1 every 3 levels (5th, 8th, etc).
Slippery Combatant: A rogue's BAB is equal to his class level for purposes of calculating CMD.
Backstabber: A rogue's BAB is equal to his class level when flanking or attacking a flat-footed opponent.
The rogue's only special combat ability is Sneak Attack, so he ought to be able to hit with it.
Talents get a major upgrade: Add/modify thus:
- Skill Focus (any, multiple times)
- +2/+2 skill feats (any, multiple times)
- Any Slayer talent (where applicable)
- Any Feint feat
- Any TWF feat
- Any Steal feat
- Any Dirty Trick feat
- Agile Maneuvers
- Twist Away
- Dastardly Finish.
- Gain Low-Light Vision
- Powerful Sneak is +1 damage per die with Sneak Attack, no penalty
- Jack of All Trades (Ex): All skills are class skills. He can use any skill, even if the skill normally requires him to be trained.
- Stand Up doesn't provoke an AoO
- Deceptive Dodge (below)
- Minor Magic allows the spell to be cast once per day per level, or an unlimited number of times at 5th level. At 6th, 10th, 14th and 18th levels, add another cantrip.
- Major Magic allows the spell to be cast once per day per two levels, or an unlimited number of times at 10th level. At 8th, 13th and 18th levels, adds another spell.
- Greater Magic (prereq: Major Magic, Int 12) allows a 2nd level spell, cast once per day per three levels, or an unlimited number of times at 13th level. At 10th and 16th levels, add another spell.
Advanced Talents
- Skill Mastery can be applied to UMD.
- Deadly Sneak is +1 damage per die with Sneak Attack, no penalty
- Gain Darkvision (prereq: Low-Light Vision)
- Any Slayer advanced talent (where applicable)
Multiple sneak attack talents can be used at the same time.
Talents that can normally be used once per day per 5 levels (eg Honeyed Words) can be used once per day per rogue level.
Talent: Deceptive Dodge
When you are aware of a melee attack on you and not flat-footed, you may, as an immediate action, use a Bluff roll instead of your AC against that attack. You cannot use this ability more than once per day against a given opponent.
Sorcerer
Cantrips: A sorcerer knows 2+Cha mod cantrips at 1st level, increasing thereafter as in the table. In addition, she knows one Bloodline Cantrip.
from 1st level.
Bloodline Spells: A sorcerer learns bloodline spells 1 level earlier than listed (2, 4, 6, etc).
It seems a bit odd to learn the bloodline spells so late...
Bloodline Skills: A sorcerer gains +2 bonus in her bloodline class skill at level 5, 11 and 17.
As a sorcerer gets only 2 skill points per level and probably dumps Int, these (usually Knowledge) skills are otherwise useless.
Wizard
Cantrips:
A 1st level wizard knows 1 cantrip per point of intelligence. She
learns one more cantrip every time she gains a level, in addition to
the usual two spells.
Given the plethora
of non-core cantrips out there (including these), just granting a wizard all cantrips at 1st level is a bit daft.
A wizard can cast 1+Int mod cantrips at 1st level, increasing thereafter as in the table.
At 1st level, a wizard may choose
not to take a familiar.
Multiclassed Characters
Hit Points
A multiclassed PC-grade character gets maximum hp for the first level
of the class with the best Hit Dice, regardless of the order in which
those levels were gained.
For example, a 3rd wizard has 6 + 2d6 hp (neglecting Con). If
he takes a fighter level, this becomes 10 + 3d6.
BAB and Saving Throws
In each of the three save categories, all levels which grant "good"
saves are added, and all "bad" levels are added. Then apply the
formula:
Good / 2 + Bad / 3, rounded down. Add 2 if any Good levels.
Likewise, BAB is totalled for Good (x1), Medium (x3/4) and Bad (x1/2).
For example, a 7/5 cleric/fighter gets 12 levels of Good
Fortitude, 12 levels of Bad Reflex, and 7 levels of Good and 5 levels
of Bad Will.
He has 12/2+2 = +8 Fortitude, +4 Reflex and 7/2+5/3+2 = 7.17 = +7 Will.
He has 7x3/4 + 5 = +10 BAB.
A 3/5/3 rogue/wizard/arcane trickster gets 3x3/4 + (5+3)/2 = + 6.25 =
+6 BAB. He has 11xBad Fort = +3, 6xGood + 5xBad Reflex = +6, 8xGood +
3xBad Will = +7.
Spellcasters
The casting levels of a multiclassed character stack, with respect to
spell effects, range, duration and overcoming spell resistance, but not
for spells known, spells per day, metamagic ability, etc. Classes without any caster level (eg Rogue)
or which might be too low level to cast spells (eg Ranger) use 1/3 level, rounded down.
For any given class, the total level is limited to three times the true level and
cannot exceed character level.
For example, a 5/4 cleric/wizard casts at 9th level in both
classes. A 9/3 druid/ranger casts druid spells at 10th level and ranger
spells at 6th level (=ranger level 9).
Feats
These are feats modified from stock Pathfinder. For new feats, see here.
Metamagic Feats
Any spellcaster has a number of Metamagic Points equal to half her
caster level (round down) plus 3 per Metamagic feat she has gained.
These can be used for any Metamagic for which she has the feat. For
example, a 9th level wizard with Still Spell and Extend Spell has 9/2 +
6 = 10 points.
All Metamagic feats have a spell level modifier as in the RAW (eg +1
for Silent, +3 for Maximised).
A Metamagic spell is prepared and cast at its original level, but
requires a caster capable of casting a spell at the increased level (eg
3+1 for a Still Fireball, or 2+4 for a Quickened Invisibility). It
requires the expenditure of a number of points equal to its increased
level, and takes a full round action to cast. For example, a
Widened (+3) Fireball is treated as a 3rd level spell, needs an 11th
level wizard to cast it and uses 6 Metamagic points.
A Metamagic spell in an item is treated as being at its increased level
for purposes of cost and spell level. So a Wand of Close Reach CLW
is treated as containing 2nd level spells.
Also note the special treatment of Heighten
Spell.
RAW Metamagic is useless at low levels and seldom worthwhile at higher
levels, so nobody takes the feats except for cheese builds. Though this was written for 3.5 and I might revise it for PF.
Item Creation
Revise the feats into:
Feat |
Notes |
Prerequisites |
Scribe Scroll |
As now |
CL 1 |
Brew Potion |
As now |
CL 3, Craft (Alchemy) 1 rank or Knowledge (Nature) 3
ranks |
Brew Elixir |
As Brew Potion, but can hold spells of any level, and
Personal spells at double cost. Takes longer to brew if >1000gp.
|
CL 9, Craft (Alchemy) 5 rank or Knowledge (Nature) 7
ranks, Brew Potion |
Craft Arms and Armour |
As now |
CL 5 |
Craft Wand |
As now |
CL 5 |
Craft Staff |
As Craft Staff and Craft Rod (Metamagic rods only) |
CL 10, Craft Wand, Craft Minor Item |
Craft Minor Item |
As Craft Wondrous Item, max spell level=2, max Stat
Bonus=+2 |
CL 3 |
Craft Lesser Item |
As Craft Wondrous Item and Craft Rod (except
Metamagic), max spell level=5, max Stat Bonus=+4 |
CL 7, Craft Minor Item |
Craft Greater Item |
As Craft Wondrous Item and Forge Ring |
CL 12, Craft Lesser Item |
Craft Construct |
As now |
CL5, Craft Arms and Armour, Craft Minor Item |
The RAW Craft
Wondrous Item is too good, in that it can duplicate far too
much other stuff, is available very early and has no power limit.
Likewise, there is no prerequisite chain, so by RAW one might be able to make a staff but
not a wand.
Other Feats
Far Shot
Also increases the range of a missile Sneak Attack to 50', or two range
increments of the weapon, whichever is less (but at least 30')
Mobility
In addition to what's in the RAW, Mobility adds a +4 bonus to Acrobatics rolls when avoiding AoOs.
Weapon Focus
Can be dropped at any point where the character gains a BAB increase,
in exchange for another feat, subject to DM approval. Any feats which
rely on Weapon Focus prevent this change.
After all, Weapon
Focus just gives +1 to hit. So if you've just improved your BAB anyway,
there's no change. It reflects that the character doesn't use that
weapon any more. It's designed for the character who's been using a
scimitar for years and finds a +3 flail, or for the cleric who took WF
(mace) at 1st level and now usually casts spells. Essentially it's instant retraining.
Heighten Spell
All spellcasters can use this effect, even in conjunction with metamagic feats, though so
doing extends the casting time to a full round. As such, it can't be
used with Quicken Spell.
Weapon Proficiency, Weapon Focus and Weapon Specialisation
Apply to a whole weapon group (as defined for fighters), not just a single weapon.
Weapon Proficiency here applies only when taken as an explicit feat, not a class ability. It effectively replaces Exotic Weapon Proficiency.
Vital Strike
Can be used with Cleave and/or as part of a charge.
Adds +BAB to damage, regardless of weapon. There are no Improved or Greater versions.
Cleave
Can be used as part of a charge. Includes Great Cleave automatically at +4 BAB
Furious Focus
Can be used with any melee attack, not just two-handed.
Two-Weapon Fighting
Includes Improved and Greater TWF automatically at +6 and +11 BAB.
Those offhand attacks are at -7 and -12 to hit and don't do much damage anyway.
Improved [Maneuver]
Include Greater versions automatically if and when other prerequisites are met. This includes:
- Bull Rush
- Dirty Trick
- Disarm
- Drag
- Feint
- Grapple
- Overrun
- Reposition
- Steal
- Sunder
- Trip
- Whip Mastery
Combat Reflexes
Does not allow more than 1 AoO per round against the same opponent.
Combat Expertise
Is not a prerequisite for any Maneuver feat, and neither is its incidental requirement for 13 Intelligence.
It was only ever that way because of the name. It's a pointless and irrelevant feat tax.
Traits
All the traits that make one skill a class skill and give a +1 bonus (eg River Rat, Slippery, Reckless, etc) instead give +2 if the skill is already a class skill.
Declining
Familiars
If at 1st level, a wizard chooses not to take a familiar,
he may either attune a staff
or gain one extra feat, which must be one of:
Metamagic, Item Creation, Spell Focus, Spell
Penetration, Spell Energy, Combat Casting or Skill Focus
(K-Arcana or Spellcraft).
The character may take the Obtain Familiar feat at a later time as
usual.
Skills
Intimidate
One can use Strength instead of Charisma as the modifying
characteristic to Intimidate rolls, if there is a plausible threat of
physical violence and some means of displaying that strength (eg
smashing a door down, hurling a table out of the way, brandishing a
massive axe).
To Demoralise an opponent is a Move-Equivalent action if you are
already Threatening that opponent (i.e., he is within the reach of your
attack). Otherwise it's a Standard action.
Jump
The DC for a running jump of distance X feet is 2X-10.
The modifier for faster or slower movement rate is +/-1 for every foot of
movement greater or less than 30'. So a halfling with 20' move gets
-10; a monk with 50' gets +20.
So 5' is DC 0. Trivial for any unarmoured healthy character.
10' is DC 10. Trivial for the same character if allowed to Take 10, but
could be awkward for low-level tanks. 15' is DC 20. Doable, but risky,
and not in armour. One for the barbarians, monks, rogues and rangers.
20' is DC 30. Time for an athlete. 25' is DC 40. Be a specialist, and
get lucky.
For a standing jump, DC is 4X-10. So 5' is DC 10, 10' is DC
30.
If you have a 10' run-up (rather than the default 20'), it's 3X-10.
Running High Jump DC is 5X-10. Standing High Jump is 10X-10.
The RAW rules boil
down to Distance Jumped = (1d20 + Skill Bonus) feet, which is a huge
variation. The Olympic record is about 28' (DC28), which can
occasionally be achieved by a typical 2nd level fighter (16 str, 5
ranks). The above rules make this DC46, verging on Epic.
Combat Options
Amateur Power Attack and Deadly Aim
Any creature without the Power Attack feat can do the same thing at
half value, ie +1 damage per -1 to hit (assuming a 1H weapon). The
limit is a hit penalty equal to 1/4 the creature's BAB, rounded up.
Likewise, any creature can use Deadly Aim at half value.
Aiming
Taking time to aim a missile weapon allows increased accuracy, limited
by weapon. It's a full round action (no movement beyond a 5' step).
1 round: +1 to hit, any weapon (ray, thrown or projectile).
2 rounds: +2 to hit, bows and crossbows only
3 rounds: +3 to hit, crossbows only, must be braced, no movement.
Slow Shot
Any creature can forgo one missile attack in a given round to gain +1
to hit on all the others. This is a full-round action, and assumes that
the creature has multiple attacks (through high BAB, Haste, Rapid Shot,
etc).
When combined with Rapid Shot, this turns (for example) +7/+2 into
+6/+6.
Ignoring Flanking
If you ignore a flanking opponent, treat it as invisible (ie, you're
flat footed) and it gets an AoO at the moment you choose to do so. The other opponent does not get the flanking bonuses.
For example, if fighting a frost giant and a goblin, you might want to
ignore the goblin (unless it's a 15th level rogue...).
One-handed Weapons in 2 hands
Any 1-handed melee weapon used in 2 hands gains a minimum of +1 damage bonus from Strength, compared to using it in 1 hand.
For example, a Str 8 character using a longsword in 1 hand does 1d8-1. Using it in 2 hands she does 1d8. But using a greatsword in 2 hands she will do 2d6-1.
Her Str 14 companion does 1d8+2 with the 1H longsword and 1d8+3 with a 2H longsword, as RAW.
You can think of this either as hitting harder with it, or using the offhand to give some other advantage such as grabbing a shield or waving a cloak in the opponent's face. There's no bonus for light weapons as they're too small to benefit from the extra hand, and none to 2H weapons as someone of Str 13 or less is too weak to wield them properly.
The point being
that unless you're quite strong (14+) there is otherwise absolutely no
benefit to using a weapon in two hands.
A previous house rule made this +1 to hit and +1 damage, but that's a
bit much.
Total Inactivity
Doing absolutely nothing (eg being paralysed, asleep, held,
etc) draws an AoO on your turn from anything within range. This is not
a coup.
Miscellaneous
PC Hit Points
Don't roll for hit points for PCs. A PC has max hp at 1st level, then average hp, rounded up. For example, a rogue has 8, 13, 17, 22, 26, etc. Plus con, fsb, etc.
Background Skills
Characters get 2 background skill points at 1st level, plus 1 every level thereafter.
Bonus Cantrips/Orisons
All spellcasting classes except Ranger
and Paladin
(who have their
own rules) get to prepare/know extra Level 0 spells. This amount is
equal to the bonus of the governing attribute, minus 2. A cleric's
domain orison is included in this number. For example,
an Int 16 wizard gets 1 bonus cantrip.
Criticals
All damage, including additional dice and precision damage, is multiplied on a critical. This specifically includes but is not limited to Sneak Attack, flaming weapons and a monk's Leaping Kick.
Very Miscellaneous
Intimidate is a Fear Effect.
Aid Another gives +1 more per 10 by which you succeed (so DC 10=+2, DC 20=+3, etc), doubled for Helpful.