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Eigen Ignacio's

for

Version 1.0

Table of Contents
Character Creation/LevelingUp/Dice Mechanics/Roleplay.......3
Character Creation/LevelingUp/Dice Mechanics.....................4
Race/Class Rules.........................4

Combat & Healing......................5


Weapons & Equipment...............5
Weapons & Equipment...............6
Feats...........................................6

House Rules
From 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.

Character Creation/Leveling-Up/Dice Mechanics/Roleplay


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.
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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.
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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

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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 <= 50. Exactly how many bullets and bolts the character carries is up
to the player. Daggers are an exception to this rule: Since they are their own
ammunition, the maximum number of daggers of a single make a character can carry
is 10.
All crossbows deal one additional die of damage (example: a light crossbow does 2d8,
and a heavy crossbow does 2d10). However, reloading a crossbow now requires a
standard action.
The repeating crossbow, heavy repeating crossbow, and hand crossbow are now

martial weapons.
First proposed by Dani

The Armor Check penalty does not apply to the Ride skill.

Weapons & Equipment


If a weapon could feasibly be used to inflict a different damage type (such as a
longsword inflicting piercing damage instead of slashing) then it can do so with no
penalty. If a weapon could feasibly inflict another damage type with difficulty or
awkwardness (such as using the flat of a longsword to inflict bludgeoning damage)
then it can be done with a -4 penalty to the attack roll.
All Level 1 characters start the adventure with the following loadout:
Equipment:
1x Backpack
1x Bedroll
1x Grappling Hook
1x Coil of Hemp Rope (50ft.)
1x Pouch
1x Sack
1x Waterskin (filled)
5x One-day Rations
5x Torches

Weapons:
1x dagger
2x Weapons within the
character's proficiency
Armor & Shields:
Assuming proficiency, players can
equip their character with any
armor and shield they can afford
with their starting GP without
actually spending their initial GP.

Items:
2x Cure Light Wounds (1d8)
potions
1x Neutralize Poison potion
Money:
Maximum GP allowed for the
class
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Feats
Weapon Focus applies to a class of weapons (See Appendix A of Eigen's Modified
Feats) rather than to a single weapon.
The Fighter's Armor Training special ability is a feat, and can be taken by any class
with the appropriate proficiencies. Fighter's retain this ability as a class feature.
The Rogue's Trapfinding special ability is a feat that can be taken by anyone with 4
ranks in Perception AND one of the following: Craft (Trapmaking), Knowledge
(Engineering), Knowledge (Dungeoneering), and Survival. Rogue's retain this ability as
a class feature.
Weapon Finesse is no longer a feat. Instead, all light weapons are considered finesse

weapons, and so character's may choose to add either their STR or DEX modifier to
their attack roll when using them. Furthermore, the Rapier and Canesword can be
used with finesse.
Aside from the initial +3 hp it provides, the Toughness feat grants 1 hp per level after
taking it.
The Quick Draw feat now lets you sheathe a weapon as a swift action. If you have TwoWeapon Fighting, you may sheathe both your weapons with the same action.

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