Houserules
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On this page (and the sub-pages it links to) we will try to keep a record of when we change the rules for this game, so that they're more freely acessible to the players.

Houseruled Feats
Houseruled Spells
Houseruled Items
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Basic Rules

Every time someone links to game mechanics on a different website than this one, the GM will give that player 1 less "yes" when they ask permission for stuff. Additional penalties may also be applied.

Dice Rolls

A lot of stat calculations in Pathfinder involve a seemingly arbitrary "+10" value (f.ex. AC, spell save DC's; Maneuver Defense, etc). This is meant to represent the average result of a 1d20 roll, rounded down, to cut down the amount of rolling and make the game move faster.

For this campaign, we will be changing this somewhat: The player always rolls.

When a player character attacks an NPC, the player rolls 1d20 and adds their attack bonus. The NPC gets a static, unchanging AC.

When an NPC attacks a player character, the NPC gets a static, unchanging attack value, while the player rolls 1d20 and adds it to their "AC bonus" (just like they roll 1d20 and add their "attack bonus" when they attack).

When an NPC casts a fireball on a player character, the player rolls 1d20 and adds their Reflex Save bonus, and need to get a result equal to or higher than the NPC's spell save DC.

When a player character casts a fireball at an NPC, the NPC uses a status save value (10 + Reflex Save bonus). This is the difficulty that the player needs to beat when they roll 1d20 and add their "Spell save bonus".

In effect, the player is always the active party, they always roll the dice and try to beat the static difficulty rating set by the NPCs.

In addition to being much more interesting, letting the players be involved and doing things, this change also means that mechanics that can be used to modify d20 rolls can also be used in situations it normally couldn't, like AC against attacks, or spell save DC's.

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Action Points

The original Eberron setting introduced a new mechanic called Action Points, and we have done our best to translate these rules over into Pathfinder.

One houserule we are using, currently on a test-basis, is that a positive Charisma modifier will increase the number of Action Points players receive each level. If this turns out to be too imbalanced or disruptive, we may stop using this rule in the future.

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Approved Additions

Any time a player is given permission by the GM to have and use a new feat, spell, item, or similar (something from outside the pre-approved material), this has to be listed on the appropriate page (links above), so the other players are also informed of what is and isn't allowed.

In general, if things don't get listed here, they're assumed to not have been approved. Now, the gm's will do their best to keep this updated, but since they have a LOT of work to do already, the players who were allowed to have their new & cool thing are encouraged to help along the process by adding it to the list themselves. If you can't be arsed to do so, then you only have yourself to blame if you can't use your new power because it hasn't been added to the list of approved stuff yet.

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Combat Rules

A character with a strength penalty does not apply such a penalty to damage rolls with a non-composite bow or a sling.

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Spell Availability

While the spells a wizard gains for ''free'' when levelling up are to some extent assumed to be developed through personal study and research, and are therefore not affected by the legal prohibitions of the region and the market availability (beyond the spell having to be an already existing spell), any spells that a character wants to find and copy into their spellbook has to actually BE FOUND first, and its owner convinced to give access to it.

If this isn't done ''on screen'' during a gaming session, it will be assumed to take up 1/2 day of searching & negotiation per spell level. This time can't be spent on other things, beyond having a life.

Spells that are heavily regulated in Sharn, like for instance any area-effect fire-spells or dominate-effects, will take between two and four times this time, may require skill rolls to find a willing and able procurer, and may risk the character being put on a terrorist watchlist by the national peacekeepers.

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Races

Some of the standard Pathfinder races have had their mechanics altered to fit the setting better, or at times simply to be more fairly balanced. These changes are listed below.
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Elf

●The +2 racial bonus on Spellcraft checks to identify the properties of magic items is also applied to the Spellcraft check to craft magic items.
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Half-Elf / Khoravar

●Remove "Elven Immunities"
●Remove "Keen Senses"
●Add "Likeable" (can improve attitudes max 3 steps with Diplomacy (not just 2)
●Add "Urbanite" (+2 to gather info & getting a hunch about a social situation)

●The "Multitalented" trait is changed, so the player doesn't have to choose the 2nd favored class at chargen, but can decide on it later on.
●Also: The rules are altered so that they CAN choose a specific Prestige Class as their 2nd favored class (which is normally never possible)

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Half-Orc

●Add the additional "Gatecrasher" racial trait (+2 to break & sunder)
●Changed the "Orc Ferocity" racial trait, so it can be used +1 time per day per Con bonus (if any)

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Gnome

Defensive Training: Changed so it gives bonus against "goblinoids" (instead of "giants").

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Hobbit

●Remove "Keen Senses"
●Add "Low Blow" (+2 to confirm crits on foes larger than you)

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Classes

Archetypes

There's a lot of "archetypes", which are variants of the basic classes, changing some of the mechanics to fit a specific concept.

There are a LOT of archetypes, for every single class, spread across a large number of books and supplements.

Many of them are really cool, one or two is almost required for a class to work properly, and most of them do at least give more variation and interest. But a fair number are also poorly balanced, badly written, don't fit our setting thematically, or are just badly executed in general.

Our problem is that we simply don't have the time or energy to look over every archetype publiched, and evaluate whether or not it's ok for our game. We would love for the players to have a final list of archetypes they can choose from, but sadly that isn't within out capacity as of now.

But since we also don't want to remove the option entirely, we're gonna run a compromise: Much like other ''added material'', players are free to ask a GM to look over a specific archetype that they player wants to use, and decide if it's ok or not. We'll look at the writeup of individual ones, and see if they make sense or not. If the gm approves it, the player gets to use it.

Basically, we'll handle the archetypes on a case-by-case basis, most of the time.

Any time a player is allowed to use a specific archeype, it would be best this was actually listed on the wiki, so that other players can see that it's been looked over already, and has become a valid option.

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Investigator

The normal version with full "alchemy" magic powers won't be permitted. Treat the "Sleuth" Archetype (found in the PDF-summay of the class on the page for the Investigator class) as the basic version for this campaign. For this saga, the class is considered a non-caster, similar to a Rogue or Fighter. If this causes problems, concerns, or questions, take it up with the GM.

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Cleric

Alignment Restrictions: This isn't technically a houserule, so much as it is a basic rule for how the Eberron setting works a bit differenly than other worlds. Namely, a cleric is NOT required to have the same alignment, or similar alignment, as the god or religion they follow.

Similarly, a cleric CAN choose an alignment-based Domain even if they don't have that alignment themselves, and can even choose one opposed to their own. For example: An evil cleric could choose the "Good" domain, if their religion supported it).

Sub-Domains: The book "Advanced Player's Guide" introduced the concept of Sub-domains, which are variants of the corebook cleric domains, with some spells and powers changed, and can be seen as sort-of narrower "specializations" within the original domain.

While we will be using these, there are some limits: Firstly, they are not available to those who choose to follow a whole pantheon of gods, and who therefore have a vast amount of domains to choose from. Sub-domains require a more narrow focus, a deeper "expertise" within the topic, and so are only available to those who follow a single god / religion (and so only have 4-5 domains to choose between).

Secondly, not all gods and faiths will support all the subdomains. We haven't listed which religions support which ones yet, because that will involve a fair bit of work to map out. We do have some preliminary guidelines, so if a player wants to use a subdomain they're encouraged to check with the GM on a case-by-case basis. At least for now.

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Monk

The "Quinggong" archetype is more or less assumed to be the "normal" or "baseline" version of the class. This doesn't actually change any existing monk characters, because this archetype doesn't automatically remove or replace any abilities, but instead gives the player the option of switching out specific monk-related abilities.

Or put another way, the "Quinggong" archetype makes it so that many of the normal Monk features are optional. It instead gives the player a list of many different "kung fu"-like powers to choose from, where the corebook writeup is just 1 of the possible selections.

For better explanations, and to see what powers can be chosen and at which levels, see the Monk PDF-summary, or the "Ultimate Magic" sourcebook.
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Psion / Wilder

We have added the following class feature (partly as replacement for the removed "psychic reformation" power)
4.Changing Powers:
●You can exchange 1 known power for a different one of the same or lower lvl when the character reaches level 4 in the class.
●You can do this again with 1 more power you know for each 2 further levels taken in the class.
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Wizard

Restricted Spell Selection:
It took a while to find, because it wasn't part of the wizard class writeup, but we finally found that there is indeed a rule in the corebook which states that when a School-specialized wizard (f.ex. A necromancer or divination-specialist) levels up, at least 1 of the 2 new spells they get for free HAS to be from their specialized school of magic.

This isn't a houserule, technically, but it IS a fact that is damned hard to actually find, so we list it here for the benefit of all those people who, like me, were not aware that this was still a part of the mechanics for the wizard class.

Spell Availability:
While the spells a wizard gains for ''free'' when levelling up are to some extent assumed to be developed through personal study and research, and are therefore not affected by the legal prohibitions of the region and the market availability (beyond the spell having to be an already existing spell), any spells that a character wants to find and copy into their spellbook has to actually BE FOUND first, and its owner convinced to give access to it.

If this isn't done ''on screen'' during a gaming session, it will be assumed to take up 1/2 day of searching & negotiation per spell level. This time can't be spent on other things, beyond having a life.

Spells that are heavily regulated in Sharn, like for instance any area-effect fire-spells or dominate-effects, will take between two and four times this time, may require skill rolls to find a willing and able procurer, and may risk the character being put on a terrorist watchlist by the national peacekeepers.

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