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<blockquote data-quote="Archade" data-source="post: 4897498" data-attributes="member: 7654"><p>My house rules were pretty extensive before the final version came out ... now they are very very short. I'm pretty gratified to see some of my house rules / playtest suggestions were incorporated to the final rules, and some of the final solutions were better than anything I could come up with.</p><p></p><p>But here are my existing house rules ...</p><p></p><p>TRAINING YOUR CHARACTER </p><p>Characters who study, research, train, or meditate may gain 1d6 x (Int/Wis/Cha) Modifier (whichever is highest) experience points per week. This is good for advancing sedentary characters or NPCS.</p><p></p><p>RETRAINING YOUR CHARACTER</p><p>If at any point, you decide you have not made appropriate choices, you may choose to retrain certain aspects of your character. These changes require dedicated contemplation, study, or pursuit of the character’s new interests.</p><p> Retraining requires the character not spend any time engaged in strenuous or demanding activities, such as adventuring, magic item creation, spell research, traveling, or the like.</p><p> All changes to a character must be ‘backwards-compatable’. If a 12th level character retrains 4 levels of wizard for 4 levels of fighter, not only must they give back skill points, they must ensure their total skill points used are a valid build option for their current configuration, as if the character had never had those 4 levels of wizard. Likewise, if a character retrains a feat, they must have been able to take all their feats and meet their various prerequisites in some sort of legal and valid order.</p><p> If a character comes back from the dead, via raise dead, or some similar magic, they may change one thing about their character (a feat, a class level, or the like) should they choose.</p><p> Class: A class level may be changed if a character wishes to substitute a class level for another, they may do by spending a month in study. The character must ‘give back’ their class skill points, class abilities, and bonus feats. This can only be performed once per level.</p><p> If a character wishes to retrain their specialized wizard class, they must ‘give back’ all levels of the class and replace them.</p><p> Class Features: A character may retrain a class feature, such as a ranger’s choice of favored enemy, an advanced rogue talent, or a cleric’s domain choice by spending two weeks of retraining. If the class feature bestows a bonus feat on the character, it must be retrained as a feat below. This can only be performed once per level.</p><p> Skills: A character may retrain up to 4 skill points by spending a week of retraining. If a character is reallocating skill points to learn a new language, they must have a tutor or other source of the new language. This can only be performed once per level.</p><p> Feats: A character may retrain a feat by spending two weeks of retraining. This can only be performed once per level.</p><p></p><p>RANGER</p><p> Combat Style (Ex): The following additional combat styles are available to the ranger class:</p><p> If the ranger selects riding, then he can choose from the following list whenever he gains a combat style feat: Mounted Combat, Mounted Archery, Mounted Casting, and Skill Focus (Ride). At 6th level, he adds the following feats to his list: Ride-By Attack and Trample. At 10th level, he adds the following feats to his list: Spirited Charge and Improved Mounted Archery.</p><p> If the ranger selects skirmishing, then he can choose from the following list whenever he gains a combat style feat: Weapon Finesse, Dodge, Combat Expertise, and Dash. At 6th level, he adds the following feats to his list: Mobility and Improved Feint. At 10th level, he adds the following feats to his list: Spring Attack and Whirlwind Attack.</p><p></p><p>ROGUE</p><p> Rogue Talents: The following additional talents are available to a rogue character:</p><p> Fast Talker (Ex): This ability allows a rogue to make a Diplomacy check as a standard action at a -20 to their check.</p><p> Jack of All Trades (Ex): This ability allows a rogue to make any skill check, even if it is limited to trained only.</p><p> Hidden Countenance (Ex): This ability grants a rogue the ability to conceal certain actions if they succeed at a Sleight of Hand check at –10, opposed by Perception. This includes spellcasting, attacks, aiding another, drawing a hidden weapon, using a magic item, readying an action, or the like. If the opponent does not succeed a Perception check, sneak attack damage may apply.</p><p> Slippery (Ex): This ability allows a rogue to make an Escape Artist check as a swift action.</p><p> Misleading Stance (Ex): This ability allows a rogue to use Bluff to feint in combat against all opponents within 30 feet.</p><p> Dangerous Tongue (Ex): This ability allows a rogue to double the duration of Intimidate checks to make opponents shaken.</p><p> Likeable Scoundrel (Ex): This ability allows a rogue to use his Bluff skill for Diplomacy checks, or his Diplomacy skill for Bluff checks.</p><p></p><p>EXPERIENCE AND LEVELS</p><p> NPC Classes: As NPC classes are far less beneficial than regular character classes, it is easier to advance forward in these classes – this is the reason NPCs prefer to advance in these classes, in order to gain skills and feats that advance their livelihood rather than gain abilities needed for adventuring.</p><p> Characters who take a level of Commoner gain immediately 50% of the experience needed to gain the next level.</p><p> Characters who take a level of Expert, Warrior, Adept, or Aristocrat gain immediately 25% of the experience needed to gain the next level.</p><p></p><p>SKILLS</p><p></p><p>AID ANOTHER </p><p> For every 10 points you exceed the DC of 10, you grant an additional +1 to your aid bonus granted, whether it be to aid in a skill, or to grant a bonus in combat.</p><p></p><p>CRAFT </p><p> Profession Checks: If you practice a low-risk craft (cook, groom, animal trainer, farmer, etc) and can make a DC 15 check you can earn your Craft check in gp per month. If you fail your check, you earn nothing this month.</p><p> If you practice a medium-risk craft (armorer, weaponsmith, mason, architect, etc) and can make a DC 20 check you can earn twice your check in gp per month. If you fail your check, you earn nothing this month.</p><p> If you practice a high-risk craft (alchemist, shipwright, etc) and can make a DC 25 check, you can earn 4x your check in gp per month.</p><p> Crafting an Item: To craft an item, make an income check as above to represent a week’s worth of work. If the check succeeds, your income roll determines progress towards the market value of the item. If the result equals the price of the item, then you have completed the item. If the result equals double or triple the price of the item, then you’ve completed the task in one-half or one-third of the time. Other multiples of the DC reduce the time in the same manner. If the result doesn’t equal the price, then it represents the progress you’ve made this week. Record the result and make a new Craft check for the next week. Each week, you make more progress until your total reaches the price of the item.</p><p> You can attempt to construct an item more quickly by adding +10 to the DC check. If you succeed, you double your progress that week.</p><p> You can choose to make an item with only one-quarter the value of the item in raw materials, but you suffer a -10 to the check.</p><p></p><p>PERCEPTION</p><p> Identifying the properties of a potion by taste: DC 20 + item caster level.</p><p></p><p>DIPLOMACY</p><p> Selling Goods: Any character can sell up to the gp limit of a town per day in goods. However, a character may use a Diplomacy check to sell more than this in a day. If a character can make a DC 15 Diplomacy check, they sell an extra multiple of the town’s gp limit, and a further multiple for every 5 points they exceed the DC by.</p><p> If a character is in a rush to sell products, they can attempt a DC 25 Diplomacy check to sell up to the town’s gp limit in an hour. For every 5 points they exceed 25 by, they may sell an extra multiple.</p><p> Buying Goods: Diplomacy can be used to locate and acquire equipment or magic items. There is always a 75% chance that an item up to the town’s gp limit is available. A character with Diplomacy can spend an hour and make a further DC 20 Diplomacy check for a reroll. Further rerolls are allowed, but the DC increases 5 each time.</p><p> A DC 25 Diplomacy check and an hour reveals the list of unique items for sale in any given town.</p><p> A character can also hire a specialist, such as an enterprising merchant or a local expert on swords to find these items for you, if an item is not available. This requires a DC 25 Diplomacy check, increases the cost of the item by 10%, and requires 1d6 days per 5,000 gp market price of the item.</p><p> A character may also use Knowledge (local) or Appraise to locate items, but the DC is 5 higher.</p><p></p><p>SPELLCRAFT</p><p> Identifying a Spell: If you are attempting to identify a spell, and you cannot see the somatic actions being used, or cannot hear the verbal components, you take a cumulative +4 DC penalty for each component not viewed to identify the spell. </p><p> Identifying a spell-like ability adds +8 to the DC to identify it as they have no formal verbal or somatic components.</p><p> Identifying the properties of a magic item: DC 20 + item caster level.</p><p></p><p>RAPID RELOAD</p><p>The Rapid Reload feat, which normally works only on crossbows, also works on firearms in the Western Marches Campaign.</p><p></p><p>DAMAGE</p><p> Massive Damage: If you ever sustain damage so massive that a single attack deals over half your hit points or more than 50 points of damage, whichever is greater, and it doesn’t kill you outright, you must make a Fortitude save, the DC being 15 + 2 per 10 points over 50 (for example, a medium creature taking 62 points of damage just made a DC 17 Fortitude save). If this saving throw fails, you die regardless of your current hit points. This amount of damage represents a single trauma so major that it has a chance to kill even the toughest creature. If you take 50 points of damage or more from multiple attacks, no one of which dealt 50 or more points of damage itself, the massive damage rule does not apply.</p><p> For each size category larger or smaller than medium, add or subtract 10 points from your threshold.</p><p></p><p>DISARM</p><p> Grabbing Items: You can use a disarm action to snatch an item worn by the target (such as a necklace or a pair of goggles) but the DC is +5. Unlike on a normal disarm attempt, failing the attempt doesn’t allow the defender to attempt to disarm you. This otherwise functions identically to a disarm attempt, as noted above.</p><p> You can’t snatch an item that is well secured, such as a ring or bracelet, unless you have pinned the wearer (see Grapple). Even then, the defender gains a +5 bonus on his roll to resist the attempt.</p></blockquote><p></p>
[QUOTE="Archade, post: 4897498, member: 7654"] My house rules were pretty extensive before the final version came out ... now they are very very short. I'm pretty gratified to see some of my house rules / playtest suggestions were incorporated to the final rules, and some of the final solutions were better than anything I could come up with. But here are my existing house rules ... TRAINING YOUR CHARACTER Characters who study, research, train, or meditate may gain 1d6 x (Int/Wis/Cha) Modifier (whichever is highest) experience points per week. This is good for advancing sedentary characters or NPCS. RETRAINING YOUR CHARACTER If at any point, you decide you have not made appropriate choices, you may choose to retrain certain aspects of your character. These changes require dedicated contemplation, study, or pursuit of the character’s new interests. Retraining requires the character not spend any time engaged in strenuous or demanding activities, such as adventuring, magic item creation, spell research, traveling, or the like. All changes to a character must be ‘backwards-compatable’. If a 12th level character retrains 4 levels of wizard for 4 levels of fighter, not only must they give back skill points, they must ensure their total skill points used are a valid build option for their current configuration, as if the character had never had those 4 levels of wizard. Likewise, if a character retrains a feat, they must have been able to take all their feats and meet their various prerequisites in some sort of legal and valid order. If a character comes back from the dead, via raise dead, or some similar magic, they may change one thing about their character (a feat, a class level, or the like) should they choose. Class: A class level may be changed if a character wishes to substitute a class level for another, they may do by spending a month in study. The character must ‘give back’ their class skill points, class abilities, and bonus feats. This can only be performed once per level. If a character wishes to retrain their specialized wizard class, they must ‘give back’ all levels of the class and replace them. Class Features: A character may retrain a class feature, such as a ranger’s choice of favored enemy, an advanced rogue talent, or a cleric’s domain choice by spending two weeks of retraining. If the class feature bestows a bonus feat on the character, it must be retrained as a feat below. This can only be performed once per level. Skills: A character may retrain up to 4 skill points by spending a week of retraining. If a character is reallocating skill points to learn a new language, they must have a tutor or other source of the new language. This can only be performed once per level. Feats: A character may retrain a feat by spending two weeks of retraining. This can only be performed once per level. RANGER Combat Style (Ex): The following additional combat styles are available to the ranger class: If the ranger selects riding, then he can choose from the following list whenever he gains a combat style feat: Mounted Combat, Mounted Archery, Mounted Casting, and Skill Focus (Ride). At 6th level, he adds the following feats to his list: Ride-By Attack and Trample. At 10th level, he adds the following feats to his list: Spirited Charge and Improved Mounted Archery. If the ranger selects skirmishing, then he can choose from the following list whenever he gains a combat style feat: Weapon Finesse, Dodge, Combat Expertise, and Dash. At 6th level, he adds the following feats to his list: Mobility and Improved Feint. At 10th level, he adds the following feats to his list: Spring Attack and Whirlwind Attack. ROGUE Rogue Talents: The following additional talents are available to a rogue character: Fast Talker (Ex): This ability allows a rogue to make a Diplomacy check as a standard action at a -20 to their check. Jack of All Trades (Ex): This ability allows a rogue to make any skill check, even if it is limited to trained only. Hidden Countenance (Ex): This ability grants a rogue the ability to conceal certain actions if they succeed at a Sleight of Hand check at –10, opposed by Perception. This includes spellcasting, attacks, aiding another, drawing a hidden weapon, using a magic item, readying an action, or the like. If the opponent does not succeed a Perception check, sneak attack damage may apply. Slippery (Ex): This ability allows a rogue to make an Escape Artist check as a swift action. Misleading Stance (Ex): This ability allows a rogue to use Bluff to feint in combat against all opponents within 30 feet. Dangerous Tongue (Ex): This ability allows a rogue to double the duration of Intimidate checks to make opponents shaken. Likeable Scoundrel (Ex): This ability allows a rogue to use his Bluff skill for Diplomacy checks, or his Diplomacy skill for Bluff checks. EXPERIENCE AND LEVELS NPC Classes: As NPC classes are far less beneficial than regular character classes, it is easier to advance forward in these classes – this is the reason NPCs prefer to advance in these classes, in order to gain skills and feats that advance their livelihood rather than gain abilities needed for adventuring. Characters who take a level of Commoner gain immediately 50% of the experience needed to gain the next level. Characters who take a level of Expert, Warrior, Adept, or Aristocrat gain immediately 25% of the experience needed to gain the next level. SKILLS AID ANOTHER For every 10 points you exceed the DC of 10, you grant an additional +1 to your aid bonus granted, whether it be to aid in a skill, or to grant a bonus in combat. CRAFT Profession Checks: If you practice a low-risk craft (cook, groom, animal trainer, farmer, etc) and can make a DC 15 check you can earn your Craft check in gp per month. If you fail your check, you earn nothing this month. If you practice a medium-risk craft (armorer, weaponsmith, mason, architect, etc) and can make a DC 20 check you can earn twice your check in gp per month. If you fail your check, you earn nothing this month. If you practice a high-risk craft (alchemist, shipwright, etc) and can make a DC 25 check, you can earn 4x your check in gp per month. Crafting an Item: To craft an item, make an income check as above to represent a week’s worth of work. If the check succeeds, your income roll determines progress towards the market value of the item. If the result equals the price of the item, then you have completed the item. If the result equals double or triple the price of the item, then you’ve completed the task in one-half or one-third of the time. Other multiples of the DC reduce the time in the same manner. If the result doesn’t equal the price, then it represents the progress you’ve made this week. Record the result and make a new Craft check for the next week. Each week, you make more progress until your total reaches the price of the item. You can attempt to construct an item more quickly by adding +10 to the DC check. If you succeed, you double your progress that week. You can choose to make an item with only one-quarter the value of the item in raw materials, but you suffer a -10 to the check. PERCEPTION Identifying the properties of a potion by taste: DC 20 + item caster level. DIPLOMACY Selling Goods: Any character can sell up to the gp limit of a town per day in goods. However, a character may use a Diplomacy check to sell more than this in a day. If a character can make a DC 15 Diplomacy check, they sell an extra multiple of the town’s gp limit, and a further multiple for every 5 points they exceed the DC by. If a character is in a rush to sell products, they can attempt a DC 25 Diplomacy check to sell up to the town’s gp limit in an hour. For every 5 points they exceed 25 by, they may sell an extra multiple. Buying Goods: Diplomacy can be used to locate and acquire equipment or magic items. There is always a 75% chance that an item up to the town’s gp limit is available. A character with Diplomacy can spend an hour and make a further DC 20 Diplomacy check for a reroll. Further rerolls are allowed, but the DC increases 5 each time. A DC 25 Diplomacy check and an hour reveals the list of unique items for sale in any given town. A character can also hire a specialist, such as an enterprising merchant or a local expert on swords to find these items for you, if an item is not available. This requires a DC 25 Diplomacy check, increases the cost of the item by 10%, and requires 1d6 days per 5,000 gp market price of the item. A character may also use Knowledge (local) or Appraise to locate items, but the DC is 5 higher. SPELLCRAFT Identifying a Spell: If you are attempting to identify a spell, and you cannot see the somatic actions being used, or cannot hear the verbal components, you take a cumulative +4 DC penalty for each component not viewed to identify the spell. Identifying a spell-like ability adds +8 to the DC to identify it as they have no formal verbal or somatic components. Identifying the properties of a magic item: DC 20 + item caster level. RAPID RELOAD The Rapid Reload feat, which normally works only on crossbows, also works on firearms in the Western Marches Campaign. DAMAGE Massive Damage: If you ever sustain damage so massive that a single attack deals over half your hit points or more than 50 points of damage, whichever is greater, and it doesn’t kill you outright, you must make a Fortitude save, the DC being 15 + 2 per 10 points over 50 (for example, a medium creature taking 62 points of damage just made a DC 17 Fortitude save). If this saving throw fails, you die regardless of your current hit points. This amount of damage represents a single trauma so major that it has a chance to kill even the toughest creature. If you take 50 points of damage or more from multiple attacks, no one of which dealt 50 or more points of damage itself, the massive damage rule does not apply. For each size category larger or smaller than medium, add or subtract 10 points from your threshold. DISARM Grabbing Items: You can use a disarm action to snatch an item worn by the target (such as a necklace or a pair of goggles) but the DC is +5. Unlike on a normal disarm attempt, failing the attempt doesn’t allow the defender to attempt to disarm you. This otherwise functions identically to a disarm attempt, as noted above. You can’t snatch an item that is well secured, such as a ring or bracelet, unless you have pinned the wearer (see Grapple). Even then, the defender gains a +5 bonus on his roll to resist the attempt. [/QUOTE]
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