3.5 Pathfinder House Rules
3.5 Pathfinder D&D House Rules
These rules are not designed with an epic campaign in mind. All house rules are only meant to bring all rules into line with each other for equal balance.
Classes
Barbarian
- Rage: No AC or Fatigued penalty. All HP granted are temporary HP, and for every HD the Barbarian has he gains an additional 4 temp HP on top of the bonus from the Con bonus while raging. You may never enter/exit a Rage on the same round that you enter/exit a Rage. All temp HP start over fresh when you enter a Rage.
- 8th level: +10′ Move (per Fast Movement)
- 16th level: +10′ Move (per Fast Movement)
Bard
- Songs are free actions on their turn and they stack with any/all buffs regardless of “tagline”
- Spell progression/spells known as Sorceror (still restricted to the Bard spell list)
- +2 Spells known per level
- Choose one Sorceror Blood Line. You do not gain the additional feats.
Cleric
- Normal
Druid
- Normal
Fighter
- Can apply Weapon Focus and Specialization on up to 3 different weapons, and that will give them proficiency in those weapons even if exotic
Monk
- Monk unarmed damage/abilities can be applied with natural weapons and monk weapons
Paladin
- Normal
Ranger
- Favored Enemy ignores subtype selection and no longer grants any bonus to hit or damage.
- You gain both melee and ranged feat every time you gain a Combat Style Feat and no penalty is incurred in heavy armor
- Hide in Plain sight works anywhere
- Hunter’s Bond no longer exists
- Gain Animal Companion at level 1 per normal Druid rules
Rogue
- Sneak Attacks may not ever increase in dice steps (no 1d8, etc…)
- Hide in Plain sight is an available pick for Advanced Talents
Sorceror
- Does not exist
Wizard
- Can use Int or Cha as their primary stat, but once chosen may not be changed
- Choose a Sorceror Blood Line and gain all advantages except the bonus spells and feats
- Choose to be able to spontaneously cast any damage dealing spell or their specialty school per the cleric/druid rules. Damage dealing spells are defined as any spell where more than 50% of the effect results in damage dealt (ignoring saving throw results). You must have the spells in your spellbook still. Once chosen, this may not be altered
- May choose to cast spells as a Sorceror. If so, follow Sorc spell progression/spells known with +2 spells known per level of spell. Once chosen, this may not be changed (and inform GM of choice)
Hit Points
Hit points are standardized to maximum possible, minus 1 (1d6=5, 1d8=7, 1d10=9, 1d12=11). Effectively, every new die advancement for hit points is a +2 per level bonus.
Races
Outside of what is mentioned, all races are per normal.
Elf
- May choose +2 Int or +2 Cha (not both)
- Elven Immunities: May choose one additional school of magic to recieve +2 saves against in addition to normal bonuses
Gnome
- Lawful: You must be a Lawful alignment and speak to the GM
- Defensive Training: +1 dodge AC versus any creature of Medium size or greater in addition to normal bonuses
- Magical Resistance: +1 saves against all spells and spell like abilities
Half Elves
- Elven Immunities: May choose one additional school of magic to recieve +2 saves against in addition to normal bonuses
- Multitalented: FC bonuses may apply to Prestige Class
Half Orc
- Orc Ferocity: If brought to zero or negative hit points they may continue to act for one round ignoring all penalties and “dead” status. At the end of their round following this, they follow all normal rules
Attributes
Using 4.0’s example we will be consolidating attributes and making them overall more balanced.
- Fortitude Saving Throw: Strength or Constitution mod
- Reflex Saving Throw: Dexterity or Intelligence mod
- Willpower Saving Throw: Wisdom or Charisma mod
- Initiative Bonus: Dexterity or Intelligence mod
- Hit Bonus: Strength (Dexterity for ranged)
- Damage Bonus: Strength (Dexterity for ranged)
Attribute Specializations
- Examples for Charisma follow below, but specializations for each attribute are possible.
- Specializations grant you an increased critical range of 19-20 to related non-combat skill/attribute checks.
Charisma
At any point that you have a Charisma of 20 or higher, you must choose the primary type (specialization) of Charisma that you have. A 20 or higher is defined as with any buff/items with durations greater than 24 hours. If within a 24 hour period your stat would fall under 20 then this does not apply.
- Leader: You have the personality that inspires command and authority. A natural leader, people are yours to command.
- Friend: You inspire trust and loyalty in those around you. While they may not wish to follow you into battle, or swear fealty to you, they will be by your side as a friend always. People like you.
- Sexuality: You have either an aura about you that radiates sensuality, or have a physical appearance to stop people in their tracks. Either way, your personality and appearance inspire lust and passion.
Other Attributes
Feel free to discuss with me, or the GM, specific specializations for each attribute if you have a 20 or higher in another attribute.
Skills
Per normal except:
- Heal: Treating Deadly wounds takes 10 minutes
- Use Magic Device: This can only be purchased/used by Rogues and Bards
Feats
1 Handed Specialization
- Requires BA +10 – You may choose one Weapon Increase to use on all 1H weapons.
2 Handed Specialization
- Requires BA +10 - You may choose one Weapon Increase to use on all 2H weapons.
Arcane Armor Feats
- Do not require Swift actions.
Armor Penetration
- Requires level 15 – You gain -25% crit immunity for your attacks.
Blood of Heroes
- Requires GM permission – You get one free reroll per day.
Craft Item
- Requires level 5 – Replaces all current item creation feats except for Scribe Scroll. 1 hour cast time and no exp costs. You must use Reagents (found in game) to craft the item and also meet the requirements listed to create the item.
Dextrous Strike
- Requires 16 Dexterity – Allows you to use your Dex mod for damage in melee combat.
Dextrous Precision
- Requires 16 Dexterity, Dextrous Strike - Allows you to use your Dex mod for hit in melee combat.
Exotic Weapon Proficiency
- When chosen you choose a style or racial/background group of weapons to be proficient in. Examples include: Axes, Hammers, Midian Weapons, Elven weapons, etc…
Endurance
- Allows you to sleep in any armor w/o penalty. You also only need 4 hours of sleep and do not suffer the sleeping penalty to Perception in addition to regular bonuses.
Hail of Arrows
- Requires Dex 13, Int 13, +6 BA, Combat Expertise, Dodge, Mobility, Shot on the Run - One attack per target in a 5×5 hex area which can have a starting point no more than 6 hexes away. You may only take a 5′ step when taking this full round action.
Improved Critical Strike
- This applies to the base weapon threat range, not the modified or increased threat range. Doesn’t stack with Keen, or similar effects.
Improved Shield Bash
- Allows you to perform a Shield Bash without the off hand attack penalties and without losing the AC bonus.
Leadership
- This feat may only be taken once.
Lifeforce
- Requires GM permission – +2 HP per level each time it is taken.
Luck of the Gods
- Requires GM permission – You may name one of your rolls once per day.
Mobile
- You may take an additional free 5′ move once per round with any type of action that you perform. This will not provoke an attack of opportunity.
Point Blank & Precise Shot
- These feats are being folded into one feat. Choosing either one gives you the benefits of both feats for all purposes.
Rapid Shot
- Does not exist.
Strength Training
- Requires 16 Strength – Allows you to use your Str mod for Initiative.
Strength Specialization
- Requires 16 Strength, Strength Training - +2 AC (stacking) and you suffer no movement penalties from armor. If you already do not suffer movement penalties from armor gain +10′ movement.
Trap Finder
- Requires Level 1 – This grants you the Rogue class feature to search for and disable traps along with Disable Device as an in class skill. If you already have that class feature, then the feats grants you a +4 bonus to finding and disabling traps.
Weapon Focus
- Alternatively, this feat may be set to a dual wield set of weapons instead of one weapon. You could take WF: Longsword/Shortsword or WF: Shortsword/Dagger for example. However this feat will grant no bonuses unless you use *both* of the weapons selected. If you choose Longsword/Shortsword dual wielding, and end up using a Longsword/Dagger dual wielding you will gain no benefit from the feat.
Whirlwind Attack
- Requires +6 BA (in addition to normal) – You may make a 15′ move. You do not provoke attacks of opportunity while moving. If you are using 1H weapons you may attack with any combination of weapons you are holding a total of two times per target. 2H weapons (per size Medium, regardless of your size) only attack once.
Rules Errata
Everyone should read ALL of these.
2H Weapons
- All 2H weapons are considered to be 10′ reach weapons.
- All 2H weapons gain x2 Attribute modifier for +damage.
All Spell Casters
- Once per round you may cast one additional spell as a free action so long as it is considered to be a “buff” spell.
- Buff spells do not deal damage themselves, heal, or cause impairing status effects. They are something you would cast on yourself or an ally.
- Arcane Spell Failure Chance now works for all spell casting. If you do not have proficiency in the armor worn, then the spell failure chance applies. If you do have proficiency in the armor worn, then you may ignore the spell chance failure.
- The recent casting limit (8 hours) does not apply.
- All spells cast require a d20 roll for critical chance (if touch spell use the to hit roll). A roll of 1 results in a Fumble Card and a roll of 19-20 results in a Crit Card.
Attacks of Opportunity
- Ranged attacks do not provoke attacks of opportunity
Coup de Grace
- Full round action – instant kill on any character that is below 0 hit points. If they are over 0 hit points, follow the rules as normal.
Crit Cards/Fumble Cards
- Follow instructions per normal.
- You may not use Crit Cards to stop a Fumble.
Critical Hits
- A natural roll of 20, backed up by a second natural roll of 20 requires a 3rd roll. If the 3rd roll would hit the target normally then the target is instantly killed.
- All spells cast require a d20 roll for critical chance (if touch spell use the to hit roll). A roll of 1 results in a Fumble Card and a roll of 19-20 results in a Crit Card.
- Critical Hits use Crit Cards now.
Epic Spells
- You do not lose these from your memory if you fail the Spellcraft DC.
Feats with crappy bonuses
- Talk to me about them if you want it, but it stinks.
Immediate/Swift Actions
- These stay as seperate actions.
Interests/Hobbies
- At level 2 and every 4 levels thereafter (2, 6, 10, 14, …) gain 1 language or one interest/hobby. Interests/hobbies are like skill specializations such as Gambling, Seduction, etc… Receive a +2 bonus for all interests/hobbies.
Items
- Items such as wands, rods, and staves use either the item DC or the current casters stats (HD + stat mod). Any item with charges may be recharged using Craft Item. Doing so only requires “Recharge Reagents”.
Natural Armor
- All Natural Armor bonuses coming from spells, buffs, templates, or items are halved (rounded down). NA is overpowered for players when combined with items and buffs. As it was intended for monsters, monsters’ NA values remain unchanged.
Ranged Combat
- Projectile weapons – ammunition has the properties of the weapons (meaning a non-magical arrow fired from a magic bow counts as magic). When using munitions, you may choose to apply the magical properties of the weapon (aka Bow) or the munition (aka Arrow), but not both. The player chooses which.
Readied Actions
- Do not alter your initiative.
Shield Bash
- The use of a shield provides one “free OH” attack that allows you to shield bash an opponent in a fashion to disorient them, gain an opening, etc… This allows you (if it hits successfully) to then do damage. Use your MH stats for to hit and damage for this just as if you hit with that weapon at a -2 penalty. The concept is that you bashed away their weapon while slicing them with your sword, etc… This allows for a solid give and take between DW’ing and Sword and Board.
- Shield Bash rules per Pathfinder still work/apply per normal.
Total Defense
- Bonus is +6 AC instead of +4 AC.
Weapon Standardization
Any weapon can use the following stats. Weapons will be conceptual and role playing oriented while keeping balanced weapon stats in place. Try however to keep Exotic Weapons “exotic” in nature (ex. Katana, Bastard Sword, Dual Bladed Sword, Bladed Gauntlets, etc…)
Simple
- 1d6 x2
Martial
- 1d6 18-20/x2
- 1d8 19-20/x2
- 1d8 20/x3
Exotic
- 1d8 18-20/x2
- 1d10 19-20/x2
- 1d10 20/x3
Weapon Increases
- Damage Step increases as follows: 1d6 -> 1d8 -> 1d10 -> 2d6 -> 2d8 -> 2d10 -> 3d8 -> 3d10 -> 4d8 -> 6d6 -> 4d10
2 Hand Weapons
- +1 Weapon Increase
- 10′ Reach
- x2 Attribute mod for bonus damage (assuming appropriate feat selection)
Ranged Weapons
- Follows normal rules for 1H and 2H
- Munitions fired from weapons count for damage reduction purposes as either the weapon or the munition (whichever is greater)
Alternative Bonus Awards
Experience points will not be the bonus awarded to players for alternative awards outside of just playing the game itself. Instead ABA points will be awarded that can then be spent on in game advantages.
Gaining ABA Points
- Spending $5 towards game food: 1 point
- Spending $10 towards game food: 2 points
- Spending $20 on game food: 3 points
- Transportation resulting in you going out of your way: 1 point
- Being on time: 1 point
- Surprising the GM: 1 point
- Completing a story arc: 2 points
- Changing the world: 4 points
- Staying in character all night with a minimum of out of character conversations excepting breaks and/or questions about rules/mechanics: 3 points
Spending ABA Points
All purchases will cost 8 ABA points across the board. Plot Points may be purchased only 1 time per non-Plot Point purchase. Also Plot Points are one shots, unlike all other purchases. Plot Points are not necessarily “get out of jail free cards” and will nearly always not prevent a character death if imminent (happening at that moment).
- New Skill: (can be out of class) with ranks = to your level (purchasable twice).
- Improved Skill Critical: Choose one skill to crit on 18-20.
- DR 1/- (stacking) (purchasable once).
- Reroll 1/day (purchasable twice).
- Feat: Chose Greater Fortitude, Lightning Reflexes, Iron Will, or any +skill feat (no individual feat may be selected twice)
- Take 20 1/day on one specific skill.
- Take 20 1/day on any skill (purchasable once).
- Minor Spellcasting: Cast 1 1st level spell of choice 1/day. Spell may be reset ever time memorized (purchasable once).
- Channel Energy 1d6 1/day: Adds 1d6 and 1 additional use per day if you already posses this ability (purchasable once).
- Feat Specialization: Pick one feat that applies to one thing (such as Skill Focus or Weapon Focus) and choose up to 3 things to apply it to (purchasable once per feat).
- Movement: +10′ move (purchasable once).
- Smite Evil 1/day: Adds 1 additional use per day if you already possess this ability (purchasable once).
- Bloodline: Pick one 1st level special ability from a Sorc Bloodline (purchasable once).
- Roll 2 sets of dice: 2/day roll double the normal dice on a roll and take the result of your choice. Must be named before roll is made (purchasable twice).
- Plot Point: Make something happen in the game. Someone falls in love, becomes an ally, gains an enemy, etc… Can also be used as a “super” called “Natural 20″. Player input can affect result (with consensus vote) if the effect is viewed as under power or over powered. This may be purchased 1 time for every “Non-Plot Point” ABA purchase. Once used, Plot Points are gone forever.
Ressurrections
- Your Con or Wis mod is the maximum amount of times that you may be ressurrected.
- In addition to whatever costs the ressurrection has, the caster or the target must also pay 250 exp per level of the target.
Items
Keen
- This applies to the base weapon threat range, not the modified or increased threat range.
Throw Enchant
- Per normal, but allows you to use multiple attacks in one round.
Magic Bandolier
- Enchant: Base Price is 50,000g. A scabbard or bandolier is enchanted to “duplicate” whatever weapon is placed into it, and all of its properties. These may be thrown for attacks with a range increment of 30′, and vanish after the attack is resolved. It counts as a Wonderous Item.