The House Rules
Core Pathfinder Rulebooks and my House Rules are all that goes in the campaign – anything else must be ran by the DM. The House Rules are posted here and, as always, may be subject to change at the DM’s discretion.
At every 4th level, characters gain two points to spend in ability scores, though they cannot be put into the same attribute.
Sometimes in certain situations, the edge is for or against the players. When circumstances weigh in favor of the character, they may roll the d20 twice, taking the higher result. Likewise the inverse may apply – the DM is the arbiter of either scenario.
When a player rolls two natural 20’s in a row on an attack roll, the player may roll an additional time to confirm annihilation. Annihilation will wholly destroy the target in question, regardless of hp. If a third 20 is rolled, then the target is obliterated, whatever that may entail. Annihilation cannot occur when the player has an advantage.
Being on Fire
Being on fire is an unpleasant event. When on fire, the character takes 1 point of fire damage per round, plus an additional point per Hit Die possessed. Furthermore, engulfed characters are considered to be shaken.
The confusion part of being on fire is treated as a mind-affecting spell.
A Reflex save is made at the beginning of every round; those that fail their save take the damage then use the table to determine what they do next…
- 01-25 Act normally
- 26-50 Flail wildly in place
- 51-75 Flail out of combat
- 76-100 Flail towards allies
Characters on fire have a number of ways to help and extinguish themselves.
- Two successful Reflex saves in succession extinguish flames.
- Rolling on the ground (full round action) gives the character an ‘advantage’ on his Reflex saves.
- Other properly equipped allies could potentially help the one on fire.
- Immersion in water instantly kills fire.
Easily the most ambitious House Rule of them all, this variant completely the mechanics of near death. First and foremost, a character’s negative hp threshold is equal to their total hp. A fighter with 42 hit points dies when he reaches -42 hit points; characters are even able to act while in negative hp, though they are considered staggered until their hit points exceed zero – - and yes, monsters are included in everything mentioned above. Three important mechanics also come into play when you’re below zero.
- Bleeding Out: When reduced below zero, you take a mortal wound, causing you to bleed out a number of hit points equal to your level. If the fighter from above is level 4, he bleeds out at a rate of 4 hp/round. This loss of blood be stopped by all the conventional means, though any damage taken will resume the bleeding. Best case scenario, he can survive 10 rounds. During this time, he can move towards safety, fight off whatever is trying to kill him, or even fall prone (See below); during this time, the GM also rolls for him to see if he stabilizes. If our fighter never catches and break and is reduced to his maximum negative threshold, the DM rolls a percentage die to see whether he lives or not and covertly tells you the result.
Burglary, the Profession
Through the art of burglary and pickpocketing, thieves make a living comparable to artisans. Your Sleight of Hand and Stealth checks may be used much like a Profession check is made, with the result equaling a weeks bounty in gold pieces. This sort of career path however may be riskier than an honest living and carries the risk of an unwanted encounter with the law.
Use the Point-Buy-System. 10 points are allotted, race and regional bonuses are added in after not before.
When a character is reduced to less than zero hp, the player is not allowed to announce how much hp he has left – though he can inform everyone when he stabilizes. Kill your comrades with suspense as to whether you are dead or not.
When below zero, a character may choose to “Fall Prone”, doing exactly what it says and effectively wiping any aggro the character has. Standing up may provide diminishing returns; not all creatures will behave identically at the sight of a helpless character.
The player may attempt to either raise or lower the asking price of a certain item with the use of the Appraise check. Since most merchants start out at Indifferent, The DC for such a check is (15 + Target’s Appraise modifier), the base value taken from Diplomacy DC’s. A successful check raises/lowers the selling price of the item by 10%, while failure worsens your selling price by 10% and changes the merchant’s attitude to “Unfriendly”. You may only try again after 24 hours. Epic cases of haggling might increase or decrease an items worth by 50% and require opposed appraise checks.
Maximum hit points for 1st level plus your Constitution modifier and any other bonuses. In addition, you get a number of bonus hit points based off your race. The frail races (Elves, Gnomes, and Halflings) receive 4 hit points. Standard races (Half-Elves and Humans) receive 6 hit points. The hearty races (Dwarves and Deredar) receive 8 hit points. Beyond level 1, roll the hit die and take given number or average, whichever is higher.
Perception and Readiness
There are two states of readiness: The first state, casual, assumes the character has his weapon sheathed and is taking a natural 1 on perception checks. ‘Casual’ accurately describes most social settings and perceived safe locations within the environment. The second state, alerted, alerted assumes the character had his weapon unsheathed and is taking a 10 on perception checks. ‘Alerted’ accurately describes when the dungeonmaster has hinted at danger. In the absence of player clarification, the dungeonmaster will be arbiter as to which state a character is in.
Small changes to racial traits
- Dwarves: Remove Orcs in Hatred trait and replace with Giant.
- Half Elf: A Half Elves’ Multitalented trait can apply favored class to the same class twice for alternate options in the APG.
At every new level, a character may decide to change out a single class feature, feat, language, skill, spell or class level. This process represents the sort of fluid changes that normal people have, and of course, retraining gives some lenience to otherwise permanent character choices.
Omit the rule of only being able to have 1 of each type of trait, though these bonuses still do not stack with any other bonuses, such as the ones in Upbringings.