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Table of Contents
Character Creation/LevelingUp/Dice Mechanics/Roleplay.......3
Character Creation/LevelingUp/Dice Mechanics.....................4
Race/Class Rules.........................4
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.
1 New Feat
+1 to an Ability Score (i.e., STR, DEX, CON, WIS, INT, and CHA)
+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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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:
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.