Monday, December 19, 2011

Pathfinder House Rule Document (PHRD)


Attacks of Opportunity
Attacks of opportunity work as normal except the attack is replaced with a free combat maneuver that doesn't provoke and failure by 10 or more has no effect.

Combat Maneuvers
All combat maneuvers may be performed in place of an attack.

Iterative Attacks
 This variant replaces the normal progression of iterative attacks:
  • At BAB +6, gain a 2nd attack but both suffer a -2/-2 penalty. Gain the Vital Strike feat.
  • At BAB +11, this penalty is reduced to -1/-1. Gain the Improved Vital Strike feat.
  • At BAB +16, the penalty is reduced to -0/-0. Gain the Greater Vital Strike feat.
Flurry of Blows, Rapid Shot, and Two Weapon Fighting provide one additional attack as normal. Flurry progression, improved, and greater two weapon fighting do not provide additional attacks but instead each reduce the penalty for all attacks by one.

Skills
  • Bluff (Feint) = Move Action
  • Intimidate (Demoralize) = Move Action
Feats
  • Improved Feint: Feint = Swift Action
  • Improved Maneuver Feats = +2 bonus and may be performed as a move action
  • Greater Maneuver Feats = +4 bonus and may be performed as a swift action
Spontaneous Metamagic
When a metamagic feat is selected you may modify a spell 3/day, at the time of casting, with no increase in the spell's level. The maximum spell level the metamagic feat may be applied to is equal to the caster's highest spell level minus the level increase of the metamagic feat. Any number of metamagic feats may be used but may not exceed maximum spell level. Additional selections of the same metamagic feat allows the uses per day to stack.

Spontaneous casters may apply metamagic to their spells as a free action. Preparation casters may apply metamagic to their spells as a move action or may prepare their spells ahead of time using up a use per day as normal and cast their modified spell normally.

Magic Item Variant
In this variant all magical weapons, shields, armor, cloaks of protection, attribute enhancement belts/headbands, and attribute buffing spells that provide a numerical modifier are removed from the game. This variant also replaces attribute bonuses normally received at 4th level and every 4 levels after.  

Magical arms and armor with special qualities still exist but without their numerical bonuses. Instead these become inherent bonuses for each character and these bonuses apply to all arms and armor of masterwork quality that the character has proficiency with. Starting characters receive 75% of their wealth by level (WBL) if they are non-martial/non-armor-based characters and 50% WBL for martial characters. The price of magical arms and armor begin at the +1 level and increase based on the special abilities added. So a flaming (+1) bane (+1) magical (+1 base) sword would cost 18,000 gp (at the +3 level).

Character Level
Bonus
2nd and every 2 levels after
+1 Two Attributes
2nd, 5th, and every 4 levels after
+1 All Saves
2nd and every 4 levels after
+1 Armor
3rd and every 4 levels after
+1 Shield
4th and every 4 levels after
+1 Atk/Dmg

NPCs and Monsters
Minion Template: NPCs and creatures modified by the minion template are reduced to 1 HP, become immune to magical and special ability secondary affects due to failed saving throws, AC -4 and CR -3. For effects dependent on hit dice, a minion's effective hit dice are equal to the base creature divided by 2.