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Pathfinder 1E What are your Pathfinder houserules?

Morrus

Well, that was fun
Staff member
I'm looking for a few tweaks which might improve my Pathfinder game a little. Not so much sweeping changes, or new classes, or what-have-you, but just little things that people use.

Here are some small ones that popped into my head. These aren't fully thought through, though; just vague ideas. While I (and my group) feel we prefer Pathfinder to 4E overall, we do feel that 4E did some good things that could maybe be ported back to Pathfinder if the math can work out right.

Hero Points - step 'em up a bit, more like 4E. So award more, and encourage their use a bit more. 4E used the "milestone" trigger to award an action point. I like the slight narrative control they hand to the player and the slight increase in flexibility/swinginess they offer.

Standing from Prone - I always hated that in any edition. Making it hard to stand from prone may be realistic, but I feel it locks combats down and reduces mobility, which are fun. So I might consider dropping the attack of opportunity triggered by that action.

Wizard at-will - I never liked the low-level wizard resorting to a crossbow. So I might consider giving wizards an ability mechanically identical to a crossbow (roll to hit, 1d8 damage) but it's an at-will blast of magic instead. Perhaps choose the damage type at creation.

The cleric in our party feels that having the healer use all his standard actions to heal isn't ideal. Perhaps allow some healing as a swift action, instead?

Anyway - these are far from thought through. Just ideas. I'm sure there may be problems with them which ripple through the system.

So what are your houserules?
 

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I have a few house rules, but they are held-over from 3.5 more than created purely for Pathfinder.

1. Quick Draw feat + Weapon Focus feat = free action sheathing of that weapon

2. The Throwing weapon property is now a straight 2000gp upgrade (at the time of creation usually) instead of a +1. It helps make those weapons which aren't throwing to become throwing but doesn't mean you have to waste the exponential cost to upgrade it.

3. If you have Evasion from 3 sources you get Improved Evasion instead for free. This rarely comes up but it is helpful those times it does.

4. Wizards may remove a spell from their spellbook and used as a scroll. It must be re-learned and copied into their spellbook afterward.

Those are just some quick ones off the top of my head. If you like them I'll post others.. I'll have to find them :P
 

I've played 2e, 3e, and 4e and have considered giving Pathfinder a try too. I was thinking about adopting some 4e-isms to the game.

I was thinking about a feat that would allow you to cast one spell you know at-will. There would have to be some limit on it, as some spells are ridiculously powerful. But maybe a 1st-level spell like magic missile or something. I think PF already does this with 0-level spells, but those are so weak it's not worth it. I don't like the idea of wizards having to resort to physical weapons, though.

I was considering the idea that a natural 20 = max damage, then letting the confirm die go towards x2 or x3 damage. This way, a natural 20 still means something.

I want to replace True Neutral with Unaligned.
 

We don't have many houserules for Pathfinder. I like the few we have, though.

First off, at character creation, all "standard equipment" (backpack, bedroll, etc.) are already owned, so the starting money doesn't have to be spent on that stuff.

Secondly, every character gets Knowledge (dungeoneering) as a class skill and if it's already a class skill, the character gets an extra +1 to that skill.

Thirdly, flanking (for us) is considered any two (or more) characters attacking a single opponent as long as they are in non-adjacent squares and each person attacking gets the +2 bonus and it stacks for more than two attackers; i.e. if four characters are attacking one opponent, the attacking character gets +6 to their attack.
 

I've never played in a game with it, but something that comes to mind is allowing Spring Attack to stack with Vital Strike (the designers' current ruling on the Paizo boards is that it does not). It would go a long way towards making mobile melee builds much more interesting/viable.
 

This should be easy for me, I have them written up already, so I'll just copy and paste.

Criticals
You do not have to confirm. Abilities etc. that would add to your check to confirm instead increase the damage of the critical by that amount.

Haste
Haste can be used in one of two ways, chosen when cast. The first is as qouted in the core rulebook. The second version is a single target casting of the spell that operates as normal with one exception: at the beginning of the player's turn, as a swift action, he may choose to end the spell's normal effect and duration and instead gain an additional single standard action that turn.

Hero Points
The party begin with three hero points. Use of a hero point from the party pool must be seconded by another party member. Individual points and points for the party pool may be rewarded for exceptional play.

Tumbling
The difficulty for passing through an opponent's threatened area is equal to the opponent's CMD minus his strength bonus. If the opponent has a level or HD higher than the tumbler, the DC increases by 2. If the opponent has Combat Reflexes and has an attack of opportunity available, the DC increases by 2. If the opponent has a reach weapon, the DC increases by 2.

Spell Duration
If the duration of a spell would meet or exceed 5 rounds, it simply lasts the whole battle, unless otherwise noted by DM. If a spell lasts more than 10 hours, it lasts the whole adventuring day, unless otherwise noted by the DM.

Bonus XP Rules
At the end of each session, the players will be asked to vote (usually anonymously) according to the questions asked. The players receiving the most votes will receive an XP bonus at the beginning of the next game (equal to a normal encounter). The winner of the last XP award for the relevent question cannot receive the bonus is exempt from receiving the following game, but eligible again any time thereafter. I shouldn't have to say this, but you CANNOT vote for yourself.
The Three Questions
1. (For the DM) what do you want to see more of?
2. who did best at today's game?
3. bonus question: roll 1d6

1 who stayed in character the most?
2 who was the most attentive?
3 who's character was best prepared for the situations in today's game?
4 who was the most helpful in fulfilling the goal of the party this game?
5 who helped the dm the most in this game?
6 one time question:
-------------------who has the best character background or most descriptive character or personality?
-------------------who has the most useful/powerful character build?
-------------------who role-played the best scene so far this campaign?
 
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Standing from Prone - I always hated that in any edition. Making it hard to stand from prone may be realistic, but I feel it locks combats down and reduces mobility, which are fun. So I might consider dropping the attack of opportunity triggered by that action.
I like to house rule that standing up as a full round action does not provoke attacks of opportunity. If you want to stand up as a move action it does (like normal).

Wizard at-will - I never liked the low-level wizard resorting to a crossbow. So I might consider giving wizards an ability mechanically identical to a crossbow (roll to hit, 1d8 damage) but it's an at-will blast of magic instead. Perhaps choose the damage type at creation.
Wizards almost get this in Pathfinder already. Many specialist schools have a power that can be used like 3+int times per day that does 1d6 damage (with a small amount of scaling by level), and cantrips are unlimited castings per day, which include some 1d3 damage spells.

The cleric in our party feels that having the healer use all his standard actions to heal isn't ideal. Perhaps allow some healing as a swift action, instead?
Channel Energy is one of the best healing methods available in the lower levels. Its great for aoe healing the party between combats, and even during combat it is often useful since you don't have to move into melee range and risk AOO's like you do with Cure X Wounds spell. Just beware of positioning to try and keep non-undead opponents from getting healed too. Paladins also get to Channel Energy and can do this.

Maybe add something like the 3.5 Quickened Turning feat (from Libris Mortis) to apply to Channel Energy?

Although, to be honest, Cleric is already a fantastic class and I'm not sure how balanced it would be to buff it too much. Letting the Cleric heal and cast spells (or melee stuff) at the same time sounds op. Why isn't everyone in the party just playing a Cleric then?

Ideally, the Cleric should never be spending all his actions healing. Situationally, sure, but he's probably doing it wrong if hes just walking around healing all the time.
 
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My 'house rule' is basically to use the Beginner Box's stripped-down system, which I find far more elegant than 3e's rather clunky combat rules.

The main change is: no opportunity attacks. This at least doubles the speed of combat. Some things which provoked oas cannot be done: ranged attacks & non-touch spellcasting in melee. Other stuff like movement and standing from prone can be done freely.

The effect IME is wonderfully liberating, and has had no deleterious effect on the balance of play. Eg Wizards cannot cast in melee, but they can still move out of melee, then cast - which has a similar effect, but is a lot quicker than rolling Concentration skill. And they still need to worry because without OAs from their allies, the monsters can easily chase after the retreating wizard!
 

I'm tempted to remove the critical hit confirmation roll; but worry it would make combat too lethal, especially at low level. I like 4e's approach (max damage on a 20, +1d6 per weapon '+'); but it would be tough to retro-fit it into PF where some 3e weapons are designed/balanced around low base damage but crit on an 18 (eg scimitar).
 

I have massive, sweeping changes to Rogue and Monk, and plan on lesser changes to boost the other non-casters and nerfs to casters. But aside from that stuff, this is my current list of houserules:

[sblock]Races:

Dwarves: Stability is reduced to a +2, like the various improved combat maneuver feats have been. The Hardy bonus to saves is reduced to +1, and any APG replacement for Hardy may be subject to nerfing or banning.

Elves: Gain Fleet as a bonus feat.

Halflings: Lose Perception bonus and gain Low-light Vision. Racial feat allows them to gain Darkvision (60 ft).

Classes:

Barbarian: The con bonus from rage is factored into rounds/day. Rage can be maintained while unconscious, and the Barbarian can choose each round to retain it or end it even while unconscious. Roused Anger can be replaced for a new rage power (that you could have qualified for when you took Roused Anger) upon gaining Tireless Rage. The Barbarian's damage reduction from class is doubled when raging.

Bard: Fascinate uses perform check as the DC and each round of expended Perform usage grants up to 10 continuous rounds of Fascinate. Countersong and Distraction can likewise be maintained continuously for up to 10 rounds for each round of bardic music expended for the day. Ending any of these effects and starting them again consumes another round of music, as does prolonging the duration past 10/20/30/etc... rounds. A Bard may only get one free Suggestion attempt against any given creature per round expended on Fascinate. To try again within the same 10 round window, a round of performance for the day must be expended each time. Inspire Courage, Inspire Greatness, and Inspire Heroics' benefits linger for up to one round per 3 Bard levels after the performance is ended, though the duration of the lingering benefits cannot exceed the duration of the actual performance. Starting a new performance automatically ends any lingering musical effects. The 19th level ability of Jack of All Trades is removed.

Cleric: Let's try dropping them to d6 HD, see how that works.

Druid: See Cleric.

Fighter: Skill points increased to 4 + Int modifier per level. Gains Diplomacy, Knowledge (history), Knowledge (local), and Perception as class skills.

Inquisitor: An Inquisitor may select Point Blank Shot or any feat requiring Point Blank Shot as a bonus feat, in addition to choosing from Teamwork feats.

Monk: Needs so much help, it has its own topic.

Paladin: No changes.

Ranger: You may use the full Druid list when choosing your animal companion (still at level -3, though).

Rogue (all changes also apply to Ninja): Also needs so much help that it gets its own topic.

Wizard: Let's see how they survive at d4 HD. Sorceror can stay at d6.

Miscellaneous
All Spellcasters: Any of the spell-like abilities (typically of the 3 + casting mod times/day variety) gained by bloodline, arcane school, or domain are now Su abilities and thus do not provoke AoOs, among other things.

Evasion negates any effect entirely that normally has a half or partial effect on a successful Reflex save, not just damage. Improved Evasion causes the creature to suffer only the half or partial effect if he fails his saving throw.

Spellcasting:
Concentration
-Casting Defensively has a DC of 10 + 3*spell level
-While grappled, the DC to cast is 15 + 3* spell level. The DC when pinned is 25 +3*spell level. These replace factoring in the grappler's CMB at all.

Combat:
Combat maneuvers: Changing the modifiers for size to +/- 0/2/4/6/8, from the listed 0/1/2/4/8. Just seems more evenly distributed, and the modifiers close to medium are just way too minute.

Minimum Damage: Houseruling it to be a minimum of 1 damage (lethal or nonlethal, as the attack was originally) instead of 1 nonlethal damage. This still does not apply for DR, which CAN completely negate damage, only penalties on your damage roll (low str, cursed, silver weapon, etc...)

Hit Points: You die at -10 hp if you have a con score below 10.

Splash Weapons: These can inflict sneak attack damage with the primary hit, though not on the splash damage.

Skills:

Acrobatics: Only contains Balance and Tumble. No longer a Barbarian class skill. Can be used to roll on a landing (DC 15) to reduce falling damage by 10 ft (you can still also jump down with the Athletics skill, also). Without 3 Acrobatics ranks, if you stand in an area that requires balance checks, you lose your dexterity and dodge bonuses to AC. Tumble DCs follow 3.5's rules (ie, base DC 15 and so forth, no relation to CMD).

Athletics: New strength-based skill, combines Climb and Jump. Class skill for Barbarian, Bard, Druid, Fighter, Monk, Paladin, Ranger, Rogue (and Ninja), Antipaladin, Cavalier (and Samurai), Inquisitor, and Magus. Any character that would gain Climb as a class skill (such as through domain or mystery, etc...) gains Athletics as a class skill.

Diplomacy: DCs need to be addressed...

Escape Artist: You can use your Escape Artist modifier +10 instead of CMD to avoid a grapple.

Fly: Anyone can take ranks in the skill, whether you have magical or natural flight, or no means of flight at all.

Knowledges: For creatures that have advanced forms or are advanced HD versions of the base creature, you learn basic information relevant to all creatures of that type if you make the DC for the weakest possible specimen, just nothing specific to the threat before you. For example, if you made the DC for a wyrmling Red Dragon when encountering an Adult, you may learn about the fire immunity, breath weapon, etc..., but not traits the adult has that the wyrmling would not.

Perception: Now is "only" a combination of Spot and Listen and any other type of sensory reaction. Remains the best skill in the game, stop crying.

Sleight of Hand: Adding Search to its functions. Remains Dex-based. Elves and half-elves (and only them) retain the racial perception bonus on search checks with this new skill, since they had it in 3E. Renaming the skill, probably "Thievery" or similar.


Feats

Weapon Finesse: Any weapon that can be finessed can use the wielder's dexterity modifier instead of strength on attack rolls without need of this feat. This feat allows a creature to add his dexterity to damage with any light weapon or weapon with the finesse property instead of strength. You do not gain extra damage from wielding a weapon two-handed as you would with strength, and your damage is still modified by any strength penalty you may have (in addition to adding your dexterity modifier).[/sblock]

Incomplete, and other than the Athletics note hasn't really considered any of the new classes, though other than nerfing summoner and perhaps letting Inquisitor using his bonus teamwork feats on archery feats as well, not sure much needs to be done with the new classes anyway. Biggest area yet to be houseruled is spells. A LOT of them need to be nerfed.
 

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