House Rules

Game System

This game uses Pathfinder, which is D&D 3.5/OGL with numerous mostly-small tweaks. I have a copy of the Pathfinder core rulebook, which is a combination Player’s Handbook and DM’s Guide.

  • You can buy a PDF for $10 from Paizo: http://paizo.com/pathfinderRPG or get hardcopy from your friendly local gaming shop.
  • The Pathfinder SRD is available free at http://www.d20pfsrd.com/home .

Some house rules:

Character creation

Pathfinder character creation is very similar to D&D 3.5, although there are some minor differences in racial abilities etc. It has the same base character classes as 3.5 with a bit more flexibility for customisation – e.g. instead of having a familiar, a wizard can have a magical focus, a druid can have extra spells instead of an animal companion, etc etc.

Ability scores: I’ll be using the “High Fantasy points buy” option for ability scores (see pp. 15-16 of the rulebook). For those who really like rolling ability scores, you can use the “standard dice” method instead: roll 4d6, discard lowest, repeat 6 times, allocate as you see fit, but whatever you roll you’re stuck with it. On average this gives comparable ability scores to what you could get from the points buy method, but obviously it’s more of a gamble. Note that all races (including humans) will get some modifiers on these.

Everybody gets maximum HP at first level; after that, take what you roll, even if it’s a 1. The good news is that the squishier classes get slightly bigger hit dice than in 3.5.

Character advancement

Medium-speed experience rules (p. 30).

I’m fairly relaxed about retconning characters within reason – e.g. if you get to level 5 and suddenly notice that your fighter needs Intelligence 13 for some of the fancy combat feats they wanted to take, or your bard really ought to have spent skill points in Profession: Lumberjack, we can go back and alter that choice.

Shiny Points

You can earn Shiny Points by writing party logs (one per session) and at GM’s whim. You can redeem them for the following:

  • Choose the outcome of one die roll you’re about to make e.g. natural 20 (only on 20-sided die)
  • Reroll one dice roll you already made (but if the second roll is worse than the first, you have to live with it or spend a shiny on a reroll). This is not restricted to d20; if you have shinies when you level up, you can reroll the new hit points.
  • Resolve one ambiguous rules argument in your favour
  • GM-determined stroke of good luck: the prison guard turns out to be your favourite auntie, etc etc.

Monster Knowledge

You are welcome to treat any of the information from Monster Manual/Pathfinder Bestiary/etc as character knowledge. Consider this to be “I heard it down at the pub” level of accuracy. If you want reliable information, you’re advised to spend points in the appropriate Knowledge skill.

Knowledge/Alignment Spells

Divine spells that relate to knowledge or alignment will be heavily affected by your deity/belief system: e.g. somebody who vandalises books would show up on Detect Evil for a cleric of a god of librarians, but not for a warrior god. Likewise for Smite Evil etc.

Replacement characters

New characters coming into the campaign will start out at equal XP to the lowest-level remaining member of the party.

House Rules

Perfectly Legitimate Adventuring Party GeoffreyBrent