House Rules
This is a list of all my house rules. These are in effect for my campaign world only.
General
Character Creation Bonus
At character creation the player may choose to replace their lowest Ability Score with an 18 OR gain one additional Feat OR select any spell from any spell list of level 3 or lower to use as a Spell-like Ability 1/day per character level.
Companions
Animal Companions, Familiars, Eidolons, Cohorts, and Followers always receive maximum possible hit points.
Crafting
The check to craft a normal or masterwork item using the Craft skill is done every day instead of every week but with a week's progress.
Criticals and Fumbles
Criticals are done by rolling a natural 20 on an attack roll, making it an auto-hit, or lower if the weapon has a larger threat range, then confirming the hit by making the attack roll again and successfully hitting the target's AC. If confirmed, roll on the Crit Table to see if there is additional injury.
Fumbles are done by rolling a natural 1 on an attack roll, making it an auto-miss. In addition, roll a DC 11 fate check. If you fail, then roll on the Fumble Table to see what additional fate befalls you.
Devices
A device is a spell that has been stored in mechanical form. They function the same as scrolls except for the following. The type of spell the device produces must first be determined. This requires an identify teknology spell or a successful Spellcraft check (DC 20 + spell level). Identifying a device is a full-round action.
To activate the device the character must first have identified what type of spell it holds. No further material components are required to activate it. Activating a device is subject to disruption just as a scroll and suffers the same spell failure chance.
User activation requirements and effects are the same as for scrolls except that only tinkerers or grafters can use devices.
Device costs are based off of the wizard for tinkerers and sorcerers for grafters.
Godly Intervention
This new stat equals 1 point per 2 levels or 1 Cleric level. The number shows percentage chance it will be responded to. An intervention can be requested 1/week for every 5% a character has.
Magic Items
Only 5th level or lower magic is available for sale.
Minor magic items are available at the town treasury.
Medium magic items must be made to order.
Major magic items are only found or made by the character.
Monsters as PCs
"It is recommended that for every 3 levels gained by the group, the monster character should gain an extra level, received halfway between the 2nd and 3rd levels." When a monster character gains a level in this manner, they lose a level of their monster class, effectively keeping the same Character Level.
Rolling Ability Scores
Roll 4d6, drop the lowest number. Reroll any 1's.
Rolling Hit Points
A first level character starts with the max number of hit points as if they rolled the highest number on the die. For every level after that they may reroll the dice if they roll a low number according to their hit dice type as follows: d4 = 1; d6 = 1; d8 = 1,2; d10 = 1,2; d12 = 1,2,3
Signature Moves and Fatalities
A Signature Move is a special attack modifier designed by a player specifically for a character. This attack may include +/- modifiers to damage, attack rolls, AC, CMB, CMD, a saving throw or a skill totaling no more than 4. Bonus modifiers apply to the attacking character only. Penalty modifiers apply to the target only. Bonus damage from a Signature Move is not multiplied by a critical.
Ex. Razor Strike: Grants +2 damage, enemy -2 attack. Or Nimble Slash: Grants +3 AC, +1 Reflex Save.
Effects of a Signature Move trigger after a successful attack hits and last until the end of the characters next round. The Signature Move itself is not affected. Each character receives a number of Signature Moves per day equal to their character level.
Fatalities are special attack modifiers also designed by a player for a specific character. Instead of granting a modifier, the attack is considered a critical threat. If the attack hits, the total damage must drop the enemy's HP to 0 or below, at which point it dies. Should the damage be insufficient to lower their HP to 0, the Fatality is nullified and normal damage is rolled instead.
To use a Fatality the character uses up one of their available Signature Moves for that day.
Players can design a new Signature Move and Fatality for their character at level 1, 5 and every 5 character levels thereafter.
Signature Moves and Fatalities may be applied to any attack that requires an attack roll to hit including melee or ranged attacks, spells, spell-like or supernatural abilities.
Characters must declare they are using a Signature Move or Fatality before they roll to attack. Signature Moves and Fatalities are not attacks unto themselves and stack with other modifiers such as Power Attack or Spring Attack. They may be added to any single attack including one of the attacks in a full attack action. Only one Signature Move or Fatality may modify a particular attack. The effects of a certain Signature Move can not be stacked with itself, however the effects of different Signature Moves stack with each other.
Skill Points per Level
Any class that is listed as receiving 2+Int modifier now receives 4+Int modifier instead.
Spell DC
Spell Save DC = 10 + 1/2 caster class level rounded up + class mod.
For example, a 4th level Cleric/9th level Wizard would have DC 12 + Wis Mod for their Cleric spells and DC 15 + Int Mod for their Wizard spells."
This replaces the use of Spell Level for spell DC's.
At character creation the player may choose to replace their lowest Ability Score with an 18 OR gain one additional Feat OR select any spell from any spell list of level 3 or lower to use as a Spell-like Ability 1/day per character level.
Companions
Animal Companions, Familiars, Eidolons, Cohorts, and Followers always receive maximum possible hit points.
Crafting
The check to craft a normal or masterwork item using the Craft skill is done every day instead of every week but with a week's progress.
Criticals and Fumbles
Criticals are done by rolling a natural 20 on an attack roll, making it an auto-hit, or lower if the weapon has a larger threat range, then confirming the hit by making the attack roll again and successfully hitting the target's AC. If confirmed, roll on the Crit Table to see if there is additional injury.
Fumbles are done by rolling a natural 1 on an attack roll, making it an auto-miss. In addition, roll a DC 11 fate check. If you fail, then roll on the Fumble Table to see what additional fate befalls you.
Devices
A device is a spell that has been stored in mechanical form. They function the same as scrolls except for the following. The type of spell the device produces must first be determined. This requires an identify teknology spell or a successful Spellcraft check (DC 20 + spell level). Identifying a device is a full-round action.
To activate the device the character must first have identified what type of spell it holds. No further material components are required to activate it. Activating a device is subject to disruption just as a scroll and suffers the same spell failure chance.
User activation requirements and effects are the same as for scrolls except that only tinkerers or grafters can use devices.
Device costs are based off of the wizard for tinkerers and sorcerers for grafters.
Godly Intervention
This new stat equals 1 point per 2 levels or 1 Cleric level. The number shows percentage chance it will be responded to. An intervention can be requested 1/week for every 5% a character has.
Magic Items
Only 5th level or lower magic is available for sale.
Minor magic items are available at the town treasury.
Medium magic items must be made to order.
Major magic items are only found or made by the character.
Monsters as PCs
"It is recommended that for every 3 levels gained by the group, the monster character should gain an extra level, received halfway between the 2nd and 3rd levels." When a monster character gains a level in this manner, they lose a level of their monster class, effectively keeping the same Character Level.
Rolling Ability Scores
Roll 4d6, drop the lowest number. Reroll any 1's.
Rolling Hit Points
A first level character starts with the max number of hit points as if they rolled the highest number on the die. For every level after that they may reroll the dice if they roll a low number according to their hit dice type as follows: d4 = 1; d6 = 1; d8 = 1,2; d10 = 1,2; d12 = 1,2,3
Signature Moves and Fatalities
A Signature Move is a special attack modifier designed by a player specifically for a character. This attack may include +/- modifiers to damage, attack rolls, AC, CMB, CMD, a saving throw or a skill totaling no more than 4. Bonus modifiers apply to the attacking character only. Penalty modifiers apply to the target only. Bonus damage from a Signature Move is not multiplied by a critical.
Ex. Razor Strike: Grants +2 damage, enemy -2 attack. Or Nimble Slash: Grants +3 AC, +1 Reflex Save.
Effects of a Signature Move trigger after a successful attack hits and last until the end of the characters next round. The Signature Move itself is not affected. Each character receives a number of Signature Moves per day equal to their character level.
Fatalities are special attack modifiers also designed by a player for a specific character. Instead of granting a modifier, the attack is considered a critical threat. If the attack hits, the total damage must drop the enemy's HP to 0 or below, at which point it dies. Should the damage be insufficient to lower their HP to 0, the Fatality is nullified and normal damage is rolled instead.
To use a Fatality the character uses up one of their available Signature Moves for that day.
Players can design a new Signature Move and Fatality for their character at level 1, 5 and every 5 character levels thereafter.
Signature Moves and Fatalities may be applied to any attack that requires an attack roll to hit including melee or ranged attacks, spells, spell-like or supernatural abilities.
Characters must declare they are using a Signature Move or Fatality before they roll to attack. Signature Moves and Fatalities are not attacks unto themselves and stack with other modifiers such as Power Attack or Spring Attack. They may be added to any single attack including one of the attacks in a full attack action. Only one Signature Move or Fatality may modify a particular attack. The effects of a certain Signature Move can not be stacked with itself, however the effects of different Signature Moves stack with each other.
Skill Points per Level
Any class that is listed as receiving 2+Int modifier now receives 4+Int modifier instead.
Spell DC
Spell Save DC = 10 + 1/2 caster class level rounded up + class mod.
For example, a 4th level Cleric/9th level Wizard would have DC 12 + Wis Mod for their Cleric spells and DC 15 + Int Mod for their Wizard spells."
This replaces the use of Spell Level for spell DC's.
Class HR
Feat HR
Skill HR
Races Allowed
Aasimar (B1)
Dhampir (B2)
Drae'a-vaeni (HR)
Dwarf (PCR)
Elf (PCR)
Fetchling (B2)
Gnome (PCR)
Goblin (B1)
Grippli (B2)
Half-Elf (PCR)
Half-Orc (PCR)
Halfling (PCR)
Hobgoblin (B1)
Human (PCR)
Ifrit (B2)
Kobold (B1)
Merfolk (B1)
Orc (B1)
Oread (B2)
Svirfneblin (B1)
Sylph (B2)
Tengu (B1)
Tiefling (B1)
Undine (B2)
Dhampir (B2)
Drae'a-vaeni (HR)
Dwarf (PCR)
Elf (PCR)
Fetchling (B2)
Gnome (PCR)
Goblin (B1)
Grippli (B2)
Half-Elf (PCR)
Half-Orc (PCR)
Halfling (PCR)
Hobgoblin (B1)
Human (PCR)
Ifrit (B2)
Kobold (B1)
Merfolk (B1)
Orc (B1)
Oread (B2)
Svirfneblin (B1)
Sylph (B2)
Tengu (B1)
Tiefling (B1)
Undine (B2)
Classes Allowed
Alchemist (APG)
Barbarian (PCR)
Bard (PCR)
Cavalier (APG)
Cleric (PCR)
Druid (PCR)
Fighter (PCR)
Monk (PCR)
Oracle (APG)
Paladin (PCR)
Psion (PsiUn)
Psychic Warrior (PsiUn)
Ranger (PCR)
Rogue (PCR)
Sorcerer (PCR)
Soulknife (PsiUn)
Summoner (APG)
Warlock (HR)
Wilder (PsiUn)
Witch (APG)
Wizard (PCR)
Barbarian (PCR)
Bard (PCR)
Cavalier (APG)
Cleric (PCR)
Druid (PCR)
Fighter (PCR)
Monk (PCR)
Oracle (APG)
Paladin (PCR)
Psion (PsiUn)
Psychic Warrior (PsiUn)
Ranger (PCR)
Rogue (PCR)
Sorcerer (PCR)
Soulknife (PsiUn)
Summoner (APG)
Warlock (HR)
Wilder (PsiUn)
Witch (APG)
Wizard (PCR)
Prestige Classes Allowed
Arcane Archer (PCR)
Arcane Trickster (PCR)
Assassin (PCR)
Battle Herald (APG)
Dragon Disciple (PCR)
Duelist (PCR)
Eldritch Knight (PCR)
Elocater (PsiUn)
Frenzied Berserker (HR)
Holy Vindicator (APG)
Horizon Walker (APG)
Loremaster (PCR)
Master Chymist (APG)
Master Spy (APG)
Metamind (PsiUn)
Nature Warden (APG)
Phrenic Slayer (PsiUn)
Psion Uncarnate (PsiUn)
Psychic Fist (PsiUn)
Pyrokineticist (PsiUn)
Shadowdancer (PCR)
Stalwart Defender (APG)
Thrallheard (PsiUn)
War Mind (PsiUn)
Arcane Trickster (PCR)
Assassin (PCR)
Battle Herald (APG)
Dragon Disciple (PCR)
Duelist (PCR)
Eldritch Knight (PCR)
Elocater (PsiUn)
Frenzied Berserker (HR)
Holy Vindicator (APG)
Horizon Walker (APG)
Loremaster (PCR)
Master Chymist (APG)
Master Spy (APG)
Metamind (PsiUn)
Nature Warden (APG)
Phrenic Slayer (PsiUn)
Psion Uncarnate (PsiUn)
Psychic Fist (PsiUn)
Pyrokineticist (PsiUn)
Shadowdancer (PCR)
Stalwart Defender (APG)
Thrallheard (PsiUn)
War Mind (PsiUn)
PCR = Pathfinder Core Rulebook
APG = Advanced Players Guide
PsiUn = Psionics Unleashed
B1 = Beastiery 1
B2 = Beastiery 2
HR = House Rule
APG = Advanced Players Guide
PsiUn = Psionics Unleashed
B1 = Beastiery 1
B2 = Beastiery 2
HR = House Rule