eigen's house rules for pathfinder

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House Rules for the Pathfinder roleplaying game

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Eigen Ignacio's

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Version 1.0Table of ContentsCharacter Creation/Leveling-Up/Dice Mechanics/Roleplay3Character Creation/Leveling-Up/Dice Mechanics4Race/Class Rules4Combat & Healing5Weapons & Equipment5Weapons & Equipment6Feats6

House RulesFrom the moment I first cracked-open the Pathfinder Beginner's Box, I was both entranced and repulsedentranced by the idea of finally having a tabletop game that was everything my childhood imagination longed for, and repulsed by the gargantuan number of rules.There were some rules that I instinctively thought were unnecessarythe need to confirm a critical threat comes immediately to mindand there were some that seemed unnecessarily complicated. Still some just seemed to lack oomph (I'm looking at you, spellcasting). Yes, I do not doubt that Paizo worked hard to make everything as balanced as possible, but I've never really been too concerned about keeping things balancedI've always been more about the in-game story and the stories my players can tell after each session.This being said, due to the numerous nature of my house rules, these modifications are best employed with a dedicated group, playing a long Adventure Path or Campaign. Beginners who are being run through a Tutorial Scenario should probably stick with the basics for the time being.

Character Creation/Leveling-Up/Dice Mechanics/Roleplay

Use the 2d6+6 method for rolling character stats.

Re-roll any stat below 12.

Players who take the time to craft a compelling backstory for their character receive either 1 Bonus Feat or 4 extra skill points.

Any class that is listed as receiving 2+Int modifier now receives 4+Int modifier instead.

When a character levels-up, he/she gets maximum hit points, i.e., full hit die + Constitution modifier. This also applies to any enemies with hit dice.

Working with the GM, each player should construct a Signature Move for his/her character. This Signature Move should be tied to a particular weaponor, in the case of a character with the Weapon Focus feat, a weapon typeand gives either a bonus to the character, a penalty to the target, or a combination of both. These can be bonus/penalties to Attack and Damage rolls, AC, CMB, CMD, a saving throw, or a skill. The total amount of bonuses and/or penalties should not exceed 4. This Signature Move can be used as many times as the character's level per day. A character gains a new Signature Move every 5 levels. Instead of a Signature Move, a character can attempt a Finishing Move on an opponent. Rather than grant modifiers, Finishing Moves are automatic Critical Threats which, if the Attack succeeds, inflict Critical Damage on the target, hopefully reducing it's HP to 0 or less. If the target survives, the Finishing Move is nullified and the attack deals normal damage instead.The player must announce his or her intention to use a Signature or Finishing Move prior to rolling for Attack.Originally put forth on thatdamnimppathfinder.

Choose Your Own RNG: Any time a 1d20 success/fail roll is called for by the system, a player or GM may choose to roll any of 1d20, 2d10 or 3d6the idea being that the more dice rolled, the more average the result, as if the character is being more cautious. Rolling 3d6 guarantees you will never roll a critical failure, but also removes your ability to roll a critical success.Originally proposed by Chad Giusti

Character Creation/Leveling-Up/Dice Mechanics

Levels for PCs cap at 12, thus halting the simultaneous increase in HP/BAB/Saving Throws that occur when PCs level-up. This is primarily for streamlining purposes when it comes to calculating Attacks/Damage/Conditions during encounters, but also because enemies are not affected by this rule and so present even powerful PCs with challenges.Instead, when PCs level-up beyond Level 12, they instead choose 1 of the following benefits:1 New Feat

+1 to an Ability Score (i.e., STR, DEX, CON, WIS, INT, and CHA)

+5 Skill Points +2 Non-Adventuring Skill Points

+8 HP

First proposed by Tzi Jos Luiz

All PCs gain 1 bonus feat with each new level. Alternatively, players can trade a feat for a +1 bonus to an Ability Score of their choice.

All PC's gain 2 bonus skill points per level (including 1st) which must be invested in a Non-Adventuring skill, i.e., Craft, Profession, Knowledge, or Perform, the exact choice of which must be consistent with the character's background and backstory. First proposed by Squidyak

A player who goes the extra mile in their roleplaying, foresight or cleverness, or who generally impress me enough will receive a Plot Point, which can be expended to gain limited narrative control over one scene.

Race/Class Rules

A Ranger specializing in Archery automatically gets the Weapon Focus feat on either bows or crossbows (player's choice; +1 to Attack Bonus), which also confers the benefits of the Point-Blank Shot feat (+1 to both Attack and Damage rolls on targets within 30ft). This is considered a free feat.

Paladins have the Lay On Hands ability at Level 1.

Druids can have either an Animal Companion or the Wild Shape ability at Level 1.

Clerics do not have to specify what spells they prepare each day. Instead, they can cast any of the spells they know as many times as their spell slots will allow.

Wizards and Sorcerers are subject to Eigen's Modified d20 Magic.

Wizards and Sorcerers can wear light Armor without any penalties to their spellcasting abilities. Armor Check and Maximum Dexterity penalties do apply, however, and they are not considered proficient in light armor until they take it as a feat.

Combat & Healing

Critical threats are automatically confirmed. Feel free to apply Critical Damage or use Eigen's Combat Stunt System.

Gang Up Bonus: Every attacker after the first gains a +1 cumulative bonus to attack one target in the same round (maximum +4). This rules make mobs of lesser monsters like goblinoids scarier.

First proposed by Tzi Jos Luiz

Shields Shall Be Splintered: Anytime a character who wields a shield takes physical damage, they can opt to sacrifice their shield to avoid taking that damage. Masterwork or Magical shields can block a number of blows per day equal to the shields equivalent numerical bonus (+1 to +10) without sundering. Against damaging spells, a character can sacrifice his shield for an automatic save, while magical shields treat this as two blows against the shield. Magical shields regenerate this damage whenever the character rests for 8 hours. Shields otherwise act normally.

Originally put forth by Trollsmyth

Healing spells and potions automatically heal their maximum + 1 on any dice rolls below this number (Ex. A spell that restores 1d8 HP will restore 5HP on a roll of 5 and below). This works on both PCs and NPCs, friendly or otherwise.

Appropriate knowledge or favored enemy allows critical hits (including sneak attacks, skirmishes, etc) to creatures normally immune to it. Knowledge religion vs undead, knowledge arcana/engineering vs golems, etc.Originally proposed by mguy

Weapons & Equipment

Rules for encumbrance are ignored in favor of what the character can logically/realistically carry.

Characters can only carry as many weapons as will fit in the weapon slots on the standard Pathfinder Character Sheet (5). If all the slots are occupied, they will have to discard a weapon in order to pick-up another weapon. Weapons of different makes (e.g., masterwork vs. common) are considered different weapons.

The total amount of ammunition for ranged weapons a character can carry is set at 50. This means that if a character has a firearm and a heavy crossbow, then Bullets + Crossbow Bolts