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StormwindFallacy

Houserules

Jan 24th, 2017
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  1. MAGIC CLASSES
  2.  
  3. Multiply the spells per day in each spell tier by the spell tier (i.e. 4*1 for a first level sorcerer) and then add all the tiers up. This gives you your spell points per day. Prepared casters cast as a full-round action but can cast any spell in their spell book/god's portfolio; Spontaneous casters cast as a standard action. The spell point cost of a spell is equal to the spell level.
  4.  
  5. ROGUES AND NINJAS
  6.  
  7. Will Saves
  8. Rogues treat Will as a good save.
  9.  
  10. Spellcasting
  11. A rogue casts arcane spells drawn from the wizard spell list. A rogue must choose and prepare her spells ahead of time. She learns, prepares, and casts spells exactly as a wizard does, including adding new spells to her spellbook and gaining two additional spells known (of any level she can cast) each time she gains a rogue level with this archetype. A rogue can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is the same as the magus class. She gains Spellcraft and Knowledge (Arcana) as class skills.
  12.  
  13. Twist the Blade (Ex)
  14. At third level, whenever the rogue hits an enemy with an attack that does not deal sneak attack damage, she gains a +2 bonus to damage. This bonus increases by +1 at 5th level and every two levels thereafter. is also good for thrown weapon or ranged weapon builds.
  15.  
  16. Alarmsense (Su)
  17. At third level, a rogue gains an intuitive sense that warns her when she is near a magic trap. This functions as the trap spotter rogue talent, but applies only if the rogue comes within 10 feet of a magic trap.
  18.  
  19. School (Su)
  20. At fifth level, a rogue gains a wizard School as a wizard four levels lower than her rogue level.
  21.  
  22. Signature Style (Ex)
  23. At fifth level, the Rogue chooses one of the following Styles and receives the bonus listed below.
  24.  
  25. Melee Combat: When attacking with a melee weapon, the rogue's sneak attack damage dice increase to 1d8.
  26.  
  27. Ranged combat: The rogue may make sneak attacks from any distance.
  28.  
  29. Improved Sneak Attack (Ex)
  30. At sixth level, whenever the rogue deals sneak attack damage to an enemy afflicted with debilitating injury, she applies the damage bonus of Twist the Blade even if that attack was a sneak attack.
  31.  
  32. MARTIAL CLASSES
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  34. Bravery (Ex)
  35. Fighter’s Bravery applies to all Will saves.
  36.  
  37. Call to Arms (Ex)
  38. A Fighter gains a diplomacy bonus equal to half his Fighter level whenever he attempts a diplomacy check to convince an Unfriendly, Indifferent, Friendly or Helpful person to take up arms or literally fight for a cause. Not everyone will fight for every cause, while others will easily fight for a single cause, the DC varies due to this at GM's will.
  39.  
  40. Flying Kick (Su)
  41. At 2nd level a monk can Flurry before, after, during or between moving no more than half his base speed (excluding fast movement). At 11th level this is increased to his full base speed (excluding fast movement). At 15th level fast movement is included. Bonuses do not affect the distance you can move-flurry, penalties do affect it. The only bonus that increases this distance is the Fleet feat and the spending of a ki point to gain +20' on base speed.
  42.  
  43. Battle Scar or Amputation (Roll a d20 on this table if you are reduced below 0 HP)
  44. 1–10
  45. Minor scar—interesting but otherwise cosmetic. For every two minor scars, roll a d%, and treat the two as a Moderate scar on a 51 or higher, assume a bodily scar otherwise.
  46. 11-14
  47. Moderate scar—cut on face (+1 bonus on Charisma-based skill checks for first scar only, consider subsequent cuts as a major scar)
  48. 15
  49. Major scar—severe cut on face (–1 penalty on Charisma-based skill checks, which is cumulative per Major Scar, except on Intimidate checks, on which characters gain a non cumulative +1 bonus, ignoring the Major Scar Charisma penalty on Intimidate checks)
  50. 16
  51. Loss of finger (for every 3 fingers lost, –1 Dex)
  52. 17
  53. Loss of eye (–4 penalty on all sight-based Perception checks, losing all eyes results in a permanent blinded condition)
  54. 18
  55. Loss of leg (speed reduced to half, cannot charge)
  56. 19
  57. Loss of hand (cannot use two-handed items*, -2 dex)
  58. 20
  59. Loss of arm (–2 Str, cannot use two-handed items*, -2 dex)
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