These are the house rules for a game that is starting next month please let me know what you think
House Rules
Background Skills
Characters start out with an extra 3 ranks of any single Knowledge, Craft, or Profession skill, or 2 ranks of any two such skills, if desired. These extra allocations work with the character’s background to help flesh out the PC.
Hit Points
Characters start first level with max hit points any time a character rolls new hit points they can take half of the max dice roll instead of rolling the dice, players can also roll for themselves and if they don’t like there roll have the DM roll for them.
Hit Dice Change
Hit dice will now directly tied to your base attack bonus progression (barbarians are the exception)
Slow Base Attack D6s
Standard Base Attack D8s
Fast Base Attack D10s
Extra Feats
Characters gain an extra feat at every even level (ex 2, 4, 6) these must be non combat feats. Non combat feats are feats that do no effect combat directly (ex Skill Focus, Item Creation Feat) any feat in question must be discussed with the DM prior to taking the feat.
Move Silently and Hide now Sneak
In these rules, Move Silently and Hide are combined into one skill, called Sneak. When ever you are trying to use either Move Silently or Hide, or both the skills you roll a sneak check. The DCs are the same as Move Silently and Hide. This skill costs two skill ranks per rank.
Spot and Listen now Perception
In these rules, Spot and Listen are combined into one skill, called Perception. When ever you are trying to use either Spot of Listen or both you roll a Perception check. The DCs are the same as Spot and Listen. This skill costs two skill ranks per rank.
Toughness
Benefit: You gain +3 hit points plus 1 hit point per Hit Die. Every time you gain a level or gain Hit Dice, you gain +1 hit points
Wizards Familiar
Wizards may choose not to take a familiar and get a bonus feat (only at first level)
Wizards Scribe Scroll
Wizards may choose not to take scribe scroll and get a bonus feat (only at first level)
Cleric Weapon Proficiency
Clerics gain proficiency in their Deity's Favored Weapon at first level.
Dodge (General, Fighter)
Prerequisite: Dex 13
Benefit: You receive a +1 dodge bonus to your Armor Class (Not just against one enemy) a condition that makes you lose your Dexterity bonus to your Armor Class also makes you lose your dodge bonuses. Also dodge bonuses stack with each other
Drawing an Item
Any character who can draw a weapon as a part of a move can draw anything reasonable (a wand, potion, etc.) as a part of move
Critical Fumbles
If a character rolls a 1 on an attack roll and fails to confirm the character will consult there roll to this chart
20 No effect
19-15 Loses all attacks for the rest of the round
14-10 Loses all attacks for the rest of the round and falls prone
9-6 Loses all attacks for the rest of the round and falls prone and drops weapon
5-2 Loses all attacks for the rest of the round and falls prone and drops weapon and does max Weapon damage and all modifiers to your self, and do sunder damage to your weapon
1 Loses all attacks for the rest of the round and falls prone and drops weapon and does A critical hit to your self and do double sunder damage on your weapon
Disabled, Dying, and Dead
Characters no longer necessarily die at –10 hit points, as in the Core Rules, Instead, If the character’s hit points drop to a negative number lower than 10 plus there Constitution modifier, the character is dead. A character also can die from taking massive damage or after suffering ability damage or drain that reduces his Constitution to 0
Instant Death
If a character rolls 3 20s in a row on an attack the victim of the attack dies instantly. If a character rolls 3 1s in a row on an attack the attacker dies. (Character must be vulnerable to instant death)
Fumbled Saving throws
If a character rolls a 1 on a saving throw and the character takes double damage or effect from the spell
Zero Level Spells
Spell casters can prepare a number of cantrips, or 0-level spells, each day. They can cast these spells at will as a spell-like ability. The number of cantrips a spell caster can prepare each day is the number of Zero level spells they can usually cast. Cantrips are treated like any other spell cast by the wizard in terms of duration and other variables based on level.
Spell Changes that go along with this rule, Replacing Cause Minor Wounds and Cure Minor Wounds
Bleed
School necromancy; Level cleric 0, Druid 0
Casting
Casting Time 1 standard action
Components V, S
Effect
Range close (25 ft. + 5 ft. /2 levels)
Target one living creature
Duration instantaneous
Saving Throw: Will negates; Spell Resistance: yes
Description
You cause a living creature that is below 0 hit points, but stabilized, to resume dying. Upon casting this spell, you target a living creature that has –1 or fewer hit points. That creature begins dying, taking 1 point of damage per round. The creature can be stabilized later normally. This spell causes a creature that is dying to take 1 point of damage.
Stabilize
School conjuration (healing); Level cleric 0, druid 0
Casting
Casting Time 1 standard action
Components V, S
Effect
Range close (25 ft. + 5 ft. /2 levels)
Target one living creature
Duration instantaneous
Saving Throw: Will negates (harmless); Spell Resistance: yes (harmless)
Description
You stanch the most grievous wounds of a dying creature. Upon casting this spell, you target a living creature that has –1 or fewer hit points. That creature is automatically stabilized and does not lose any further hit points. If the creature later takes damage, it continues dying normally.
Identifying Magic Items
Characters can use Craft (alchemy) to identify potions at no cost: just a taste. The Difficulty Class is 15 + the item’s caster level.
PCs can attempt to identify any magic item by casting detect magic and making a Knowledge (arcana) check. The Difficulty Class is 20 + the item’s caster level.
These are for a very baseline identification of the item.
This formula, however, is subject to the approval of the DM—he may rule that some items are easier or harder to identify than others. A ring might have secret sigils inscribed on the interior of the band that hint at its true nature, if only you could find them. A +1 sword might be the simplest thing in the world to spot. A staff of power might hide its nature until certain conditions are met. Standard retries of both the Craft and Knowledge checks are not allowed. However, a character who devotes a full day to examining an item may take 20 on the check.
Books in Use
Players Handbook
Dungeon Masters Guide
Monster Manuel
Pathfinder: Rise of the Runelords Player's Guide
Pathfinder Chronicles: Campaign Setting (OGL) Hardcover
The players before the game starts will pick 2.5 books per PC to be shared amongst the group
[D][/D]
House Rules
Background Skills
Characters start out with an extra 3 ranks of any single Knowledge, Craft, or Profession skill, or 2 ranks of any two such skills, if desired. These extra allocations work with the character’s background to help flesh out the PC.
Hit Points
Characters start first level with max hit points any time a character rolls new hit points they can take half of the max dice roll instead of rolling the dice, players can also roll for themselves and if they don’t like there roll have the DM roll for them.
Hit Dice Change
Hit dice will now directly tied to your base attack bonus progression (barbarians are the exception)
Slow Base Attack D6s
Standard Base Attack D8s
Fast Base Attack D10s
Extra Feats
Characters gain an extra feat at every even level (ex 2, 4, 6) these must be non combat feats. Non combat feats are feats that do no effect combat directly (ex Skill Focus, Item Creation Feat) any feat in question must be discussed with the DM prior to taking the feat.
Move Silently and Hide now Sneak
In these rules, Move Silently and Hide are combined into one skill, called Sneak. When ever you are trying to use either Move Silently or Hide, or both the skills you roll a sneak check. The DCs are the same as Move Silently and Hide. This skill costs two skill ranks per rank.
Spot and Listen now Perception
In these rules, Spot and Listen are combined into one skill, called Perception. When ever you are trying to use either Spot of Listen or both you roll a Perception check. The DCs are the same as Spot and Listen. This skill costs two skill ranks per rank.
Toughness
Benefit: You gain +3 hit points plus 1 hit point per Hit Die. Every time you gain a level or gain Hit Dice, you gain +1 hit points
Wizards Familiar
Wizards may choose not to take a familiar and get a bonus feat (only at first level)
Wizards Scribe Scroll
Wizards may choose not to take scribe scroll and get a bonus feat (only at first level)
Cleric Weapon Proficiency
Clerics gain proficiency in their Deity's Favored Weapon at first level.
Dodge (General, Fighter)
Prerequisite: Dex 13
Benefit: You receive a +1 dodge bonus to your Armor Class (Not just against one enemy) a condition that makes you lose your Dexterity bonus to your Armor Class also makes you lose your dodge bonuses. Also dodge bonuses stack with each other
Drawing an Item
Any character who can draw a weapon as a part of a move can draw anything reasonable (a wand, potion, etc.) as a part of move
Critical Fumbles
If a character rolls a 1 on an attack roll and fails to confirm the character will consult there roll to this chart
20 No effect
19-15 Loses all attacks for the rest of the round
14-10 Loses all attacks for the rest of the round and falls prone
9-6 Loses all attacks for the rest of the round and falls prone and drops weapon
5-2 Loses all attacks for the rest of the round and falls prone and drops weapon and does max Weapon damage and all modifiers to your self, and do sunder damage to your weapon
1 Loses all attacks for the rest of the round and falls prone and drops weapon and does A critical hit to your self and do double sunder damage on your weapon
Disabled, Dying, and Dead
Characters no longer necessarily die at –10 hit points, as in the Core Rules, Instead, If the character’s hit points drop to a negative number lower than 10 plus there Constitution modifier, the character is dead. A character also can die from taking massive damage or after suffering ability damage or drain that reduces his Constitution to 0
Instant Death
If a character rolls 3 20s in a row on an attack the victim of the attack dies instantly. If a character rolls 3 1s in a row on an attack the attacker dies. (Character must be vulnerable to instant death)
Fumbled Saving throws
If a character rolls a 1 on a saving throw and the character takes double damage or effect from the spell
Zero Level Spells
Spell casters can prepare a number of cantrips, or 0-level spells, each day. They can cast these spells at will as a spell-like ability. The number of cantrips a spell caster can prepare each day is the number of Zero level spells they can usually cast. Cantrips are treated like any other spell cast by the wizard in terms of duration and other variables based on level.
Spell Changes that go along with this rule, Replacing Cause Minor Wounds and Cure Minor Wounds
Bleed
School necromancy; Level cleric 0, Druid 0
Casting
Casting Time 1 standard action
Components V, S
Effect
Range close (25 ft. + 5 ft. /2 levels)
Target one living creature
Duration instantaneous
Saving Throw: Will negates; Spell Resistance: yes
Description
You cause a living creature that is below 0 hit points, but stabilized, to resume dying. Upon casting this spell, you target a living creature that has –1 or fewer hit points. That creature begins dying, taking 1 point of damage per round. The creature can be stabilized later normally. This spell causes a creature that is dying to take 1 point of damage.
Stabilize
School conjuration (healing); Level cleric 0, druid 0
Casting
Casting Time 1 standard action
Components V, S
Effect
Range close (25 ft. + 5 ft. /2 levels)
Target one living creature
Duration instantaneous
Saving Throw: Will negates (harmless); Spell Resistance: yes (harmless)
Description
You stanch the most grievous wounds of a dying creature. Upon casting this spell, you target a living creature that has –1 or fewer hit points. That creature is automatically stabilized and does not lose any further hit points. If the creature later takes damage, it continues dying normally.
Identifying Magic Items
Characters can use Craft (alchemy) to identify potions at no cost: just a taste. The Difficulty Class is 15 + the item’s caster level.
PCs can attempt to identify any magic item by casting detect magic and making a Knowledge (arcana) check. The Difficulty Class is 20 + the item’s caster level.
These are for a very baseline identification of the item.
This formula, however, is subject to the approval of the DM—he may rule that some items are easier or harder to identify than others. A ring might have secret sigils inscribed on the interior of the band that hint at its true nature, if only you could find them. A +1 sword might be the simplest thing in the world to spot. A staff of power might hide its nature until certain conditions are met. Standard retries of both the Craft and Knowledge checks are not allowed. However, a character who devotes a full day to examining an item may take 20 on the check.
Books in Use
Players Handbook
Dungeon Masters Guide
Monster Manuel
Pathfinder: Rise of the Runelords Player's Guide
Pathfinder Chronicles: Campaign Setting (OGL) Hardcover
The players before the game starts will pick 2.5 books per PC to be shared amongst the group
[D][/D]