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Rules

These are a collection of house rules and feats not present in the Core Rules, though in my opinion they make for a better play experience, and the classes found on this wiki are balanced with these rules in mind.

General

Beneficial Spells (Buffs)

A character may only have one arcane buff and one divine buff active on them at any given time (unless otherwise specified, for instance by a specific class feature).

Multiclassing

When multiclassing, a character may not level up one of their classes if that class is of higher level than any of their other classes. Essentially a multiclassed character must level up their classes evenly. (I personally would encourage single classed characters and discourage anything beyond dual classed characters).

Skills

There are no class skills, simply choose which skills you want. At character creation, each character may choose 2 skills they are focused in. This gives a +3 focus bonus to rolls of that skill. Some classes may get additional skill foci. Skill focus may also be given as a reward during play.

Combat

This is a list of combat related houserules:

  • Using a two-handed weapon gives a flat +2 damage bonus (instead of the normal 1.5X Str modifier bonus).
  • When using a light weapon, a character may choose to use either Str or Dex modifier when determining to-hit bonus (no need to take Weapon Finesse feat).
  • Drawing a weapon is considered a free action. Sheathing one weapon and drawing another is considered a move action.
  • Feint: Instead of a normal attack, you may declare a feint and roll to hit normally. If this attack would hit, it does not deal damage but rather leaves the opponent flat footed against your next attack this round. You may perform several feints in the same round of combat. This is especially useful for Rogues in order to land sneak attacks, even against aware opponents. Example: A rogue with 4 attacks may use a full round action to: Feint/Attack/Feint/Attack

Feats

This is a list of feats, some are completely new, others already exist in the Core Rules, but have been altered as specified.

Armored Caster Specialization (Bard)

Prerequisite: Level 6 Bard.

A bard with this feat reduces his spell failure in medium armor to 0%.

Armored Caster Specialization (Conjurer)

Prerequisite: Level 6 Conjurer.

A conjurer with this feat reduces his spell failure in medium armor to 0%.

Armored Caster Specialization (Druid)

Prerequisite: Level 6 Druid.

A druid with this feat reduces his spell failure in medium armor to 0%.

Armored Caster Specialization (Monk)

Prerequisite: Level 6 Monk.

A monk with this feat reduces his spell failure in medium armor to 0%.

Armored Caster Specialization (Ordained)

Prerequisite: Level 6 Ordained.

An ordained with this feat reduces his spell failure in heavy armor to 0%.

Critical, Improved

Prerequisite: Base attack bonus +6

Bonus: Increases critical threat range by +1 (instead of doubling the range, as in the Core Rules)

Critical, Greater

Prerequisite: Base attack bonus +12

Bonus: Increases critical threat range by an additional +1

Dagger Mastery

Prerequisite: Level 1 Rogue or level 3 bard whit rogue specialization

A character with this feat gains an extra +1d6 damage to sneak attacks when using daggers.

Element Bolts, Empower

Prerequisite: Level 4 Evoker

An evoker with this feat adds one point of elemental damage for each 1d4 die of the Elemental Bolt ability.

Enhance Attribute, Extra

Prerequisite: Level 4 Transmuter

A transmuter with this feat gains an extra 2 uses of the Enhance Attribute ability.

Javelin Mastery

Prerequisite: Base attack bonus +4, Weapon Focus (Javelin)

Bonus: Add both Dex modifier and Str modifier to damage rolls when throwing javelins. Doubles throwing range.

Overcharge, Improved

Prerequisite: Level 5 Evoker

An evoker with this feat gets +2 to caster level checks for overcharging.

Personalized Spell (Metamagic)

Prerequisite: Ability to cast spells

Bonus: Create a new spell, or a new version of an existing spell. This spell is unique to your character. Example: Lightning Shift (Spell level 5). As Dimension Door, but strikes a straight line of electricity between your original postion, and where you ported to (damage as Lightning Bolt).

Polearm Mastery

Prerequisite: Base attack bonus +1

A character with this feat may use polearms whit the reach special feature even against adjacent foes without incurring any penalty.

Power Attack

Prerequisite: Str 13

A character with this feat may trade attack bonus for damage on a 1-for-1 basis. Choosing to use power attack means it is active for all attacks in the current round. Power attacking will always trade off the maximum amount of attack bonus. This is equal to the characters base attack bonus, to a maximum of +3.

Punish

Prerequisite: None

Bonus: When an opponent in melee range rolls a fumble (natural 1), you can make an attack of opportunity against them as an immediate action.

Skill Focus

Prerequisite: None

You may choose two additional skills you are focused in. This feat may be taken multiple times, choosing two different skills each time.

Sling Staff Expertise

Prerequisite: Proficiency with sling staff

A character with this feat may reload their sling staff as a free action.

Spell Expertise

Prerequisite: Ability to cast spells through memorization.

Choose one of your known spells. This spell can now be cast spontaneously. This feat may be taken multiple times, choosing a different spell each time.

Weapon Mastery (Hammers and Clubs)

Prerequisite: Fighter level 4

When you roll a 16 or higher on an attack roll, AND the attack hits, your opponent must make a fort save (DC 10 + 1/2 damage dealt rounded up) or be dazed for 1 round.

Weapon Mastery (Spears and Polearms)

Prerequisite: Fighter level 4

When you roll a 16 or higher on an attack roll, AND the attack hits, you gain a +1 stance bonus to AC until the beginning of your next round. Stance bonuses are stackable.

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