
House Rules
By:
coboney on
Oct 12th, 2011 | syntax:
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Creation Rules
20 PB
All PFSRD stuff allowed aside from Psionics and Word of Power. Don’t break the game or I’ll break you.
2 Traits – one must be a campaign trait.
Starting Wealth: All characters begin with 200 GP.
Classes that get 2+Int in skill points other then Witch and Wizard get 4+ Skill Points.
No Summoner or Gunslinger.
Other House Rules
Weapon Finesse is a free feat.
Worn clothes sets still don’t weigh anything.
Leadership Roll:
Whenever the group is deadlocked by an argument between 2 or more PCs (at GMs discretion) a leadership roll is called for. This is a d20+Cha mod. Whoever rolls higher manages to convince the party to follow his/her choice.
On a Nat 20 on a skill check add 10 to that result.
No critical failures. Automisses in combat? Yes. Otherwise? No.
Arcane Archer can be pursued by any race.
Martial Weapon Proficiency grants you access to 1 Weapon Group of Martial Weapons (As per Fighter Weapon Groups).
You cannot take 10 on a Knowledge skill unless you have an ability that lets you do so, or access to material to review.
Double weapons are treated as two 2H weapons, with both ends receiving 1-1/2x Str mod to damage.
Wizard casters gain 1 spell per level when taking in prestige classes rather then the 0 proscribed by Paizo.
Dimension Door requires Line of sight. You can take actions after a Dimension Door.
Teleport and Greater Teleport may be addressed by a house rule if I deem later on that the paizo solution isn’t good. This is supposed to be a game with lots of traveling so, expect that something will happen.
Races are not restricted on what languages they can learn aside from secret languages.
No Guns. Paizo Gun rules suck.
Vital Strike (And Its improved and greater versions) can be used with Charge actions and in conjunction with the Spring Attack feat.
We will be at least experimenting with the Caravan Rules set forth in Player’s Guide. Then we’ll see how it works for us as a group.