House Rules

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The following rules have been modified from the normal Pathfinder RPG:

Die Rolls

Rolling a natural 20, or a natural 1 doesn’t guarantee success or failure. Instead, treat those rolls as though they were 30’s or -10’s respectively.

Classes

Paladin & Ranger Spell Casting

Paladin and Rangers are now spontaneous casters. This means that they’re are able to cast any spell from their spell list without needing to prepare it before hand. This also modified the number of spells known for that class. Instead of knowing all spells for their level, they both know a number of spells based on their level as shown on the following table.

Level Spells Known
1st 2nd 3rd 4th
4 2
5 3
6 4
7 4 2
8 4 3
6 4 4
10 5 4 2
11 5 4 3
12 5 4 4
13 5 5 4 2
14 6 5 4 3
15 6 5 4 4
16 6 5 5 4
17 6 6 5 4
18 6 6 5 4
19 6 6 5 5
20 6 6 6 5

Items

Unarmed Attacks

Items that are in the unarmed attack category in either the Core Rule Book or the Advanced Player’s Guide when used by a character who would deal larger damage dice using their unarmed strike may use their larger damage dice while wielding such a weapon.

For example, while a Barbarian is raging with the Brawler rage power, they can deal 1d6 damage while wielding brass knuckles.

Firearms

Firearms follow a different pricing scheme than what is currently listed in Ultimate Combat. Any regular firearm only costs 5% rounded down, of its base price (So a Pistol costs 50gp ) but this number can never go below 35gp for any firearm. Furthermore, no simple firearm can cost more than 100gp after its price has been decreased.

Advanced firearms costs 10% of their base price.

Ammunition

Casters shouldn’t be given a free pass on material components when martial characters still have to keep track of their non-specialty ammunition. To that end, no character needs to keep track of mundane ammunition so long as they purchase their appropriate ammunition container for the cost of 20gp. The contents of your ammunition pouch is nebulous, and no extra action is required to draw specific kinds of ammunition.

Spells

Masterwork Transformation

You may use Masterwork Transformation on a character’s unarmed strike to turn it into a masterwork unarmed strike. This is technically allowed by RAW, but I’d like to point it out as something I’m specifically allowing.

Summon Monster

The spell Summon Monster is modfied somewhat. Instead of Good aligned characters getting the celestial Template, Evil Character the fiendish Template, and Neutral Characters getting to freely choose between the two, each castor gets the ability to choose up to two different templates, so long as those two templates are no more than one step away from their own alignment. This choice is locked in at the time of learning the spell, and cannot be changed.

For example: A Neutral Good Oracle can choose between the Celestial, Entropic, and Resolute Creature Templates. When She learns Summon Monster V, she chooses Celestial and Entropic, but when she learns Summon Monster VI, she chooses Celestial and Resolute.

In Contrast, a Lawful Evil Cleric can only choose between the Fiendish and Resolute templates, and as such must take those two options.

Breath of Life

Breath of Life has been renamed Cure Deadly Wounds. This allows good-aligned Clerics (or neutral-aligned ones who choose to channel positive energy) to spontaneously sacrifice a 5th level spell slot to cast this spell.

Skills

Stealth

We will be using the stealth rules that are currently in open playtesting by Paizo. They can be found here

Traits

Heirloom Weapon

The trait Heirloom Weapon from adventurer’s armory allows the selection of exotic weapons to receive benefit.

House Rules

Scott and the Guy's Carrion Crown AP JeranimusRex