Kilmrak
2010-09-17, 01:26 PM
I was think of some house rules to help balance things out and bring more options to the table(and hopefully more fun) I would really appreciate the playgrounds opinions and suggestions.
(Sorry about the length)
All Characters:
All core and all Pathfinder combat feats accepted
Anything else will require my approval first
Stats are rolled 4d6 drop lowest(no stats under 8)
No multi-classing XP penalties
Every time you gain a new attack( BAB = +6,+11,+16) gain extra +5ft free move action
Half bonus from Armor and Shield is applied to Touch AC
Cold iron Armor and Shields apply full bonus to Touch AC
Characters die when they reach their con score in the negatives
As long as it is similar to a weapon a character is proficient in improvised weapons do not bestow any penalties
Drawing a weapon is a free action, sheathing a weapon is a swift action
On successful reflex save a character with a tower shield may hide behind said shield for total concealment
You can Shield Bash with a Tower Shield
Use Pathfinder skill list and rules
Combat Options:
Power Attack is a special action(like Bull Rush or Charge)
Combat Expertise is a special action(like Bull Rush or Charge)
Bull Rush requires that you win the str check by 2 points to move the defender
Disarm does not grant penalties for weapon size but still grants bonuses
Tumbling to avoid a AoO is a DC 10+ enemy BAB+ relevant modifier
Casters:
No Natural Spell
No meta-magic reducers
Casting Defensively must beat a DC = 10 + spell lvl + ATK Bonus
Spells with durations longer than 1 round require a new save every round
Spells that allow you to fly, when dispelled or used up, will drop you. No slow fall.
Spells that dont require a save now require a save for half
All spells that result in death from a failed save only reduce the PC to half their Con. score in negative HP
Modified Feats:
Two Weapon Fighting includes all improvements
Two Weapon Defense includes all improvements
Blind Fight grants blind-sense at +6 BAB and blind-sight at +11 BAB
Endurance gains Diehard the next time you gain access to a new feat
Feats like Alertness make the named skills class skills and grant a +2/5 BAB
Iron Will, Lightning Reflexes and Great Fortitude make the respective saves Good
Weapon Finesse also grants dex bonus to dmg at +4 BAB
Dodge grants +1 dodge bonus +1/5 BAB
Point Blank Shot grants +1atk and dmg +1/5 BAB
Weapon Focus grants +1 ATK and +1 at every 4 lvls after
Weapon Specialization +2 dmg at 4th and every 4 lvls thereafter
Improved Bullrush grants +4 bonus +1/4 BAB
Improved Disarm grants +4 bonus +1/4 BAB, can choose to throw weapon wherever he likes with a successful atk roll
Improved Feint Allows you to feint as a swift action
Improved Grapple grants +4 bonus +1/4 BAB(Improved Unarmed Strike not a pre-req)
Improved Overrun grants +4 bonus +1/4 BAB
Improved Sunder grants +4 bonus +1/4 BAB, on a successful break the extra dmg carries over to the victim(Armor being worn can also be targeted)
Improved Trip grants +4 bonus +1/4 BAB,
Rapid Shot improves to include Manyshot at +6 BAB and Imp. Manyshot at +11 BAB
Precise Shot improves to include Improved Precise Shot at +6 BAB and to Pinpoint Shot at +11 BAB
Step Up allows you to follow a foe up to your bonus movement (10ft at 6th,15ft at 11th)
New Feats:
Sniper Training (BAB+1, Point Blank Shot) dex mod. To dmg on bow atk
Sniper (+3 BAB, PBS, Sniper Training) +1d6 dmg/3 BAB full round act, +6 BAB gain bonus as std. act., +16 BAB gain bonus as free action
Improved Grab (Imp. Grapple, BAB +6) Like the ability
Greater Sunder (Power Attack, Imp. Sunder)Ignore Hardness when you attempt to sunder an object
Intuitive Attack (+1 BAB) also grants wis bonus to dmg at +4 BAB
Calculating Strike (+1 BAB) also grants int bonus to dmg at +4 BAB
Bleeding() piercing weapons deal 1 extra point of dmg/rnd, multiple attacks stack
Foehammer make a single attack with 2-handed weapon against an enemy and ignore its DR
Hindrance(+6BAB)with slashing weapons you can put penalties on an enemy you land a hit on(DC 10+weapon dmg+1/atk) Leg: -5ft speed, Arm: -1 atk/dmg
(Sorry about the length)
All Characters:
All core and all Pathfinder combat feats accepted
Anything else will require my approval first
Stats are rolled 4d6 drop lowest(no stats under 8)
No multi-classing XP penalties
Every time you gain a new attack( BAB = +6,+11,+16) gain extra +5ft free move action
Half bonus from Armor and Shield is applied to Touch AC
Cold iron Armor and Shields apply full bonus to Touch AC
Characters die when they reach their con score in the negatives
As long as it is similar to a weapon a character is proficient in improvised weapons do not bestow any penalties
Drawing a weapon is a free action, sheathing a weapon is a swift action
On successful reflex save a character with a tower shield may hide behind said shield for total concealment
You can Shield Bash with a Tower Shield
Use Pathfinder skill list and rules
Combat Options:
Power Attack is a special action(like Bull Rush or Charge)
Combat Expertise is a special action(like Bull Rush or Charge)
Bull Rush requires that you win the str check by 2 points to move the defender
Disarm does not grant penalties for weapon size but still grants bonuses
Tumbling to avoid a AoO is a DC 10+ enemy BAB+ relevant modifier
Casters:
No Natural Spell
No meta-magic reducers
Casting Defensively must beat a DC = 10 + spell lvl + ATK Bonus
Spells with durations longer than 1 round require a new save every round
Spells that allow you to fly, when dispelled or used up, will drop you. No slow fall.
Spells that dont require a save now require a save for half
All spells that result in death from a failed save only reduce the PC to half their Con. score in negative HP
Modified Feats:
Two Weapon Fighting includes all improvements
Two Weapon Defense includes all improvements
Blind Fight grants blind-sense at +6 BAB and blind-sight at +11 BAB
Endurance gains Diehard the next time you gain access to a new feat
Feats like Alertness make the named skills class skills and grant a +2/5 BAB
Iron Will, Lightning Reflexes and Great Fortitude make the respective saves Good
Weapon Finesse also grants dex bonus to dmg at +4 BAB
Dodge grants +1 dodge bonus +1/5 BAB
Point Blank Shot grants +1atk and dmg +1/5 BAB
Weapon Focus grants +1 ATK and +1 at every 4 lvls after
Weapon Specialization +2 dmg at 4th and every 4 lvls thereafter
Improved Bullrush grants +4 bonus +1/4 BAB
Improved Disarm grants +4 bonus +1/4 BAB, can choose to throw weapon wherever he likes with a successful atk roll
Improved Feint Allows you to feint as a swift action
Improved Grapple grants +4 bonus +1/4 BAB(Improved Unarmed Strike not a pre-req)
Improved Overrun grants +4 bonus +1/4 BAB
Improved Sunder grants +4 bonus +1/4 BAB, on a successful break the extra dmg carries over to the victim(Armor being worn can also be targeted)
Improved Trip grants +4 bonus +1/4 BAB,
Rapid Shot improves to include Manyshot at +6 BAB and Imp. Manyshot at +11 BAB
Precise Shot improves to include Improved Precise Shot at +6 BAB and to Pinpoint Shot at +11 BAB
Step Up allows you to follow a foe up to your bonus movement (10ft at 6th,15ft at 11th)
New Feats:
Sniper Training (BAB+1, Point Blank Shot) dex mod. To dmg on bow atk
Sniper (+3 BAB, PBS, Sniper Training) +1d6 dmg/3 BAB full round act, +6 BAB gain bonus as std. act., +16 BAB gain bonus as free action
Improved Grab (Imp. Grapple, BAB +6) Like the ability
Greater Sunder (Power Attack, Imp. Sunder)Ignore Hardness when you attempt to sunder an object
Intuitive Attack (+1 BAB) also grants wis bonus to dmg at +4 BAB
Calculating Strike (+1 BAB) also grants int bonus to dmg at +4 BAB
Bleeding() piercing weapons deal 1 extra point of dmg/rnd, multiple attacks stack
Foehammer make a single attack with 2-handed weapon against an enemy and ignore its DR
Hindrance(+6BAB)with slashing weapons you can put penalties on an enemy you land a hit on(DC 10+weapon dmg+1/atk) Leg: -5ft speed, Arm: -1 atk/dmg