P2 Basic Houserules

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HOUSE RULES

FOR PATHFINDER SECOND EDITION

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CHARACTER CREATION HOUSE RULES
The following house rules modify how you create a character or what options you have
available. This includes modifications to abilities that you gain or lose as you level up.

ANCESTRY RARITY Feats that say you add your level to your
Untrained skills, they instead remove the -2
Ultra Common: Human
penalty for being Untrained.
Common: Dwarf, Elf, Halfling, Kitsune,
Leshy, and Tengu
Uncommon: Azarketi, Goblin, Grippli, Iruxi,
Kholo, and Orc
Rare: Most everything else FREE ARCHETYPE FEATS
You gain a feat at every even level that you can
BANNED FEATS use for any archetype feat that you qualify for,
All skill feats that requires Legendary following all the normal rules for taking
proficiency, and any Pervasive Magic feats. You archetype feats.
also ignore the legendary effects of non-
legendary skill feats. RESOLVE
Each PC has a pool of Resolve Points,
SIMPLIFIED ANCESTRIES representing their intrinsic grit and luck. A
Characters never gain ancestry feats beyond 1st character’s maximum Resolve Points is equal to
level, but you can use General Feats to gain any their key ability modifier, and a character
Ancestry Feat you qualify for. regains all their Resolve Points with a full
night’s rest.
ANCESTRAL WEAPON FAMILIARITY
FEATS STEEL YOUR RESOLVE
If you choose the Weapon Familiarity ancestry As an Action, you can spend 1 Resolve Point to
feat, the effects of the 13th level weapon feat are regain 1/4 your maximum Hit Points.
included in the 1st level feat. Additionally, when TAKE A BREATHER
you reach 5th level, you gain the effects of the
If you rest for 10 minutes, you can spend 1
5th level weapon feat.
Resolve Point and recover up to 1/2 your
maximum Hit Points.
SIMPLIFIED SKILL FEATS
You don’t gain any skill feats from leveling or AUTOMATIC BONUS
from your background. You can still take skill
feats when you could take a General feat. PROGRESSION
This removes the item bonus to rolls and DCs
ROGUES AND INVESTIGATORS usually provided by magic items and replaces it
Rogues and Investigators are exceptions to this with a new kind of bonus – potency – to reflect
rule. Rogues gain a skill feat at every even level the character’s innate ability instead.
and Investigators gain their Skillful Lessons This replaces all potency runes, striking runes,
class ability as normal. and resilient runes. Items that normally grant an
item bonus to statistics or damage dice no longer
PROFICIENCY BONUS do, other than the base item bonus to AC from
Your Proficiency Bonus for being Untrained is - armor. Apex items do not increase ability scores.
2 + your level. The rest of the proficiency levels
remain unchanged. ATTACK POTENCY

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Starting at 2nd level, you gain a +1 potency
bonus to attack rolls with all weapons and
unarmed attacks you are proficient with. This
increases to +2 at 10th level and +3 at 16th.

SKILL POTENCY
At 3rd level, choose a single skill. You gain a +1
potency bonus with that skill. At 6th level,
choose a second skill to gain a +1 potency
bonus. At 9th level, choose one of those skills
and increase its potency bonus to +2. At 13th
level, increase the potency bonus of your second
skill to +2 and choose a third skill to gain a +1
potency bonus. At 15th level, increase the third
skill’s potency bonus to

AUTOMATIC BONUS PROGRESSION


TABLE
+2 and choose a fourth skill to gain a +1 potency
Lev bonus. At 17th level, choose one of your three
el Benefits skills with a +2 potency bonus to increase to +3,
1 -- and choose a fifth skill to gain a +1 potency
2 Attack Potency +1 bonus. Finally, at 20th level, choose one of the
3 Skill Potency (one at +1) two skills with a +2 potency bonus to increase to
4 Devastating Attacks (two dice) +3, choose one of the three skills at a +1 potency
5 Defense Potency +1 bonus to increase to +2, and choose one new
6 Skill Potency (two at +1) skill to gain a +1 potency bonus. You can spend
7 Perception Potency (+1) 1 week to retrain one of these assignments at
8 Saving Throw Potency +1 any time.
9 Skill Potency (one at +2, one at +1)
10 Attack Potency +2 DEVASTATING ATTACKS
11 Defense Potency +2 At 4th level, your weapon and unarmed Strikes
12 Devastating Attacks (three dice) deal two damage dice instead of one. This
13 Perception Potency +2; Skill Potency (two at +2;
increases to three at 12th level and to four at
one at +1) 19th level.
14 Saving Throw Potency +2
15 Skill Potency (three at +2, one at +1) DEFENSE POTENCY
16 Attack Potency +3 At 5th level, you gain a +1 potency bonus to
17 Ability Apex; Skill Potency (one at +3, two at +2, AC. At 11th level, this bonus increases to +2,
two at +1) and at 18th level, to +3.
18 Defense Property +3
19 Devastating Attacks (four dice); Perception PERCEPTION POTENCY
Potency +3 At 7th level, you gain a +1 potency bonus to
20 Saving Throw Potency +3; Skill Potency (two at Perception, increasing to +2 at level 13 and +3 at
+3, two at +2, two at +1) level 19.

SAVING THROW POTENCY


At 8th level, you gain a +1 potency bonus to
saves, increasing to +2 at level 14 and +3 at
level 20.

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ABILITY APEX
At 17th level, choose one ability score to either
increase by 2 or increase to 18 (whichever grants
the higher score).

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GAME PLAY HOUSE RULES
The following house rules modify how interact with the rules of the game.

FALLING Sturdy Shields add two extra Dents to a


shield’s normal amount.
When you fall greater than 5 feet, you suffer 1
point of damage for every foot you fall. REPAIRING SHIELDS
When you take the Repair action on a shield,
INITIATIVE you can repair one Dent if you are trained, two if
When initiative is rolled, each group involved you are expert, three if you are master, and four
(usually two) rolls a d10. The highest roll goes if you are legendary in Crafting. A critical
first. If there is a tie, the tie goes to the NPCs. If success repairs one additional Dent while a
the initiative roll is between two PCs, the tie critical failure results in causing a Dent (this will
goes to the instigator. Destroy a shield that is already Broken).

MOUNTS HIGH QUALITY WEAPONS &


If you have the Ride general feat, any willing ARMOR
mount you are riding that is not your minion Smiths can craft higher quality weapons and
benefits from your skill and protection. The armor if they have the right level of proficiency
mount’s saving throws are equal to the rider’s in the Craft Skill (equal to the item quality on
minus 2 (unless the mount’s saving throw is the tables below) and be of the requisite level.
higher) and the mount gains a pool of Higher quality equipment also increases the
Temporary Hit Points equal to 1/4 the rider’s durability of items (these benefits are not
maximum Hit Points if the rider is a higher level cumulative).
than the mounts.  Expert Quality increases the HP of the
These Temporary Hit Points are regained after item by half.
a 10 minute rest.
 Master Quality doubles the HP of the
TOOLS AND KITS item.
Disguise Kits, Writing Sets, and Healer’s Tools  Legendary Quality doubles the HP of the
have ten uses before they need to be replaced. time and increases the hardness by 1.

SHIELDS Higher Quality Weapons


Shields gain the Shove trait. Property Rune Item
Quality Slots Level Price
SHIELD BLOCK Expert 1 2 20 gp
All shields can take a certain number of Dents Master 2 10 450 gp
with no repercussions: Legenda 3 16 4,500 gp
ry
 Bucklers can take one Dent
 Shields can take two Dents Higher Quality Armor
 Tower Shields can take three Dents Property Rune Item
Quality Slots Level Price
An additional Dent beyond that number Expert 1 5 80 gp
requires you to make a DC 10 flat check. A
Master 2 11 500 gp
success means the shield is Broken while a
Legenda 3 18 10,000 gp
failure results in the shield being Destroyed. ry
Adamantine, Arrow-Catching, and Reforging
Shields add one extra Dent to the shield’s
normal amount.
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ABSTRACT COINAGE HOUSE RULES?
The following house rules modify how monies could work if we go with this. Still needs some
heavy playtesting.

COIN POUCHES When buying something that is of a coins max


purchasing power (an expensive item with gold
People use various coins of differing values, all
coins, for example), you roll the d6 Usage Die,
stemming from different eras and regions.
and on a 1 or 2, the coins are entirely spent and
Because of this, tracking money is abstracted. If
removed from your inventory.
PCs find money in a hoard or someone pays
If the item is of a lower cost than the
them, instead of tracking individual coinage,
maximum the coins can buy (a pricey item with
players track discrete “pouches” much like how
gold coins, for example), or you don’t roll a 1 or
they track bulk instead of an item’s weight in
2 on the coin’s Usage Die, the coins move down
pounds.
one step: platinum coins become gold, gold
becomes silver, silver becomes copper.
COIN TYPES Copper coins don’t drop a step and are only
There are copper, silver, gold, and platinum removed completely if a 1 or 2 is rolled when
coins. When spending a pouch of coins, roll a d6 spent.
Usage Die which determines if the coins are
completely spent (usually on a 1 or 2) or if the
coins just reduce a step in value.
ITEM AVAILABILITY
When a PC wants to buy something, it must be
locally available, which is up to the GM. Then,
CONVERTING COIN POUCHES provided they have proper coins to pay the cost,
PCs can combine like pouches of Coins in they can buy it.
almost any city, converting them to higher value Consumables are found and bought in batches
Coins. of 4 (if rolling 1d2 to find uncommon
Three pouches of coins become one pouch of consumables, you’re finding 1d2 batches of 4).
the next step up (copper to silver, silver to gold,
gold to platinum). Settlement Max Item Max Consumable
Type Level Level
ITEM COST Hamlet 0 0
Purchasable items each have a cost: Cheap, Village 1 5
Pricey, Expensive or Really Expensive. Each Town 5 9
coin type has a maximum purchasing power. If a City 9 14
PC wants to buy an Expensive item, for Metropolis 14 20
example, they would need to spend gold or
platinum coins.
UNCOMMON AND RARE ITEMS
Coin Pouch Type Max Purchasing Power Uncommon items require a DC 12 flat check. If
the uncommon item is one tier lower than the
Copper Pouch Cheap items
settlement’s availability, you can find 1d2 of
Silver Pouch Pricey items
them.
Gold Pouch Expensive items Rare items of one tier lower than the
Platinum Pouch Really expensive items settlement’s maximum might be found on a DC
18 flat check. If successful, you find 1 of them.
BUYING STUFF BUYING STUFF EDGE CASES

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When purchasing items, unless bundled
together, they are bought separately and each
transaction requires a separate Usage Roll.
There are exceptions to rolling a Usage Die.
For example, when paying a non-merchant NPC
for a job or service where a flat fee makes sense,
the GM may determine a pouch of coins must be
spent outright without rolling the Usage Die.
Some item’s might require the expenditure of
a pouch of coins AND the rolling of the Usage
Die of another pouch. I’m not sure about this,
but I figured I’d throw it in until playtested.

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CRAFTING
You can craft an item as long as your level is
equal to or greater than the item’s level. The DC
to craft the item is based on the item’s level,
increased for rarity as normal.
It takes 3 days to craft anything and then you
make a roll. NON-ADVENTURING COINAGE
There are several ways you can gain coinage
Critical Success: You roll the Usage Die of that don’t include adventuring and risking your
one step lower than what the item would life for some sweet, sweet loots. These include
normally cost. taking jobs, starting or investing in a business,
Success: You completely spend a pouch of becoming a tax collecting lord, or anything else
coins one step lower than what the item you can think of.
would normally cost.
Failure: You roll the Usage Die of what the WORKING FOR A LIVING
item would normally cost, but you still Every week spent performing a trade in a
craft it. settlement (assuming you can find work), grants
Critical Failure: You step the pouch of you a pouch of copper coins. A critical success
coins that the item would normally cost on your check to work increases your earned
down one step and fail to make the item. coinage by one step.

If you don’t roll a Critical Failure, you can craft OWNING OR INVESTING IN A
for a week instead of 3 days and treat your result
as one step higher than what you rolled. BUSINESS
When you become a business owner (assuming
you are not the only one working there (in which
case it’s treated as “working for a living”, but
you are always able to find work), you have a
passive income of copper coins every week.
Your staff’s upkeep and supplies are already
taken out of this equation.
Every source of income grants you an
additional pouch of copper coins.

COLLECTING TAXES
If you become a landed lord and are responsible
for the collection of taxes, protection of the land,
and owe fealty to higher power, things get a bit
more complicated.
The amount of taxes you collect is MUCH
higher than what you’re going to be able to
pocket, but it is assumed that you are
responsible for many salaries, land upkeep, and
paying a large portion of those taxes to a higher
power.
The quality of your domain determines the
type of coinage you get each month:

Domain Quality Monthly Coinage


Poor Copper Pouch
Moderate Silver Pouch
Rich Gold Pouch

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