House Rules

For Pathfinder



A half-elf gains Diplomacy as a class skill, regardless of class.

Read the description in the rulebook; it's all about how half-elves act as diplomats and go-betweens.


These are half-breed halflings, in three flavours: Elflings, Dwarflings and Goblings


Some new clerical classes. I didn't deliberately set out to create only clerical classes, but apparently that's a gap that needs to be filled. PC-grade NPC classes. I believe that all character levels should be roughly equal, and the standard NPC classes break this pattern. This is not to say that a 5th level baker should be able to slay ogres like a 5th level fighter, but that he should be as good at baking bread (and everything else in his day to day role) as the fighter is at his day to day role.

These were designed for 3.5 and some need to be upgraded for Pathfinder.

Different mechanics


A Bard cannot use the Quicken Spell feat (confirmed).

Cantrips: A bard knows 2+Cha mod cantrips at 1st level, increasing thereafter as in the table.

And this is the same for all casting classes: 2 less than normal, plus casting stat mod.


Orisons: There exist domain spells at level 0.
At 1st level, a cleric can cast 1 domain orison, plus a number of other orisons equal to his Wisdom modifier. This increases thereafter as in the table. At 6th level, he gains an additional domain slot if he has two or more domains; the two domain slots must contain spells from different domains.

Undeath Domain: (alternative to RAW)
You gain the Command Undead feat.
[1st level domain power 3+Wisdom modifier per day]
Undead Horde (Su): At 8th level, when you cast Animate Dead and Create [Greater] Undead, you may forego the usual material component. In such cases the duration is limited to 1 hour per level. When the spell expires, the undead "dies" immediately.


0 Disrupt Undead
1 Hide from Undead
2 Command Undead
3 Animate Dead
4 Enervation
5 Create Undead
6 Antilife Shell
7 Control Undead
8 Create Greater Undead
9 Energy Drain

Music Domain: (new)
Perform (any musical instrument) is a class skill. You may use your Wisdom modifier instead of your Charisma modifier for Perform checks.
Bardic Music (Sp): You can use the Bardic Music ability as a bard of your class level, a number of rounds per day equal to 3 + your Wisdom modifier. This number increases by 1 at 3rd level, and every other level thereafter (3, 5, 7, etc).
Your cleric levels stack with other classes that provide Bardic Music abilities.
Angelic [Diabolic, etc] Choir (Sp): At 8th level, [something: sing in the background for x rounds, and/or in addition for extra range & DC?]

0 Ghost Sound
1 Hypnotism
2 Suggestion
3 Emotion
4 Shout
5 Sending
6 Mass Suggestion
7 Power word, Stun
8 Otto's Irresistible Dance
9 Wail of the Banshee

This always seemed an odd omission.


Orisons: A druid can cast 1+Wisdom mod orisons at 1st level, increasing thereafter as in the table.


4 skill points. Acrobatics & Heal are class skills.
Bravery is flat +1 per level.
Cleave or Vital Strike as bonus feats at 8th and 13th level. Can substitute any other combat feat if you already have both.

Blademaster Archetype:
At 1st level, swaps proficiency in Tower Shield for the Weapon Proficiency feat (for 1 or more exotics).


A Monk gets BAB equal to his class level whether flurrying or not.

Leaping Kick: At 1st level: +1d6 damage on unarmed attacks if moving at least 10 feet. This goes up by 1d6 every 4 levels (5, 9, 13, 17)


Detect Evil requires concentration and maybe a funny look. It improves with level, and is not as good as the spell until about 10th. The definition of 'Evil' varies, and is primarily based on anything fundamentally opposed to the paladin's religion.
The same principle can be applied (though less so) to Smite Evil.

Paladins get cantrips:
A paladin gets (Level+Wis Bonus)/4 cantrips per day, rounded down, starting at 2nd level. So a 5th level paladin with 14 wisdom gets 1, a 9th level paladin with 16 wisdom gets 3, etc. Note that the paladin will always get a 0th level spell before he gets his first 1st level, barring a Wisdom increase at 4th level. Before 4th level, he has a caster level of 1.

Paladin Spell List (where different from RAW)

Holy Blow
Purify Food and Drink


Detect Chaos


Rangers get cantrips:
A ranger gets (Level+Wis Bonus)/4 cantrips per day, rounded down, starting at 2nd level. So a 5th level ranger with 14 wisdom gets 1, a 9th level ranger with 16 wisdom gets 3, etc. Note that the ranger will always get a 0th level spell before he gets his first 1st level, barring a Wisdom increase at 4th level. Before 4th level, he has a caster level of 1.

Ranger Spell List (where different from RAW)

Beast Whisper  
Detect Poison
Find Water
Finger Flame
Fleet Foot
Know Direction
Summon Small Animal


Purify Food and Drink


The rogue is commonly regarded as being very weak, especially at higher levels. This is partly because RAW talents are universally feeble, partly because they are medium BAB with no way to improve their accuracy and partly because other classes have stolen their class features.
So a major upgrade is in order.

Start with the Unchained version. This is almost good enough, but fails at high levels and does little for a rogue's defences.

Finesse Training (Ex): At 1st level, a rogue gains Weapon Finesse as a bonus feat. In addition, she can select any one type of weapon that can be used with Weapon Finesse (such as rapiers or daggers). Once this choice is made, it cannot be changed. Whenever she makes a successful melee attack with the selected weapon, she may add the lesser of her Dexterity modifier or her rogue level, instead of her Strength modifier to the damage roll. If any effect would prevent the rogue from adding her Strength modifier to the damage roll, she does not add her Dexterity modifier. The rogue can select a second weapon at 11th level and a third at 19th level..

The damage bonus on RAW Finesse Training is too all-or-nothing. There's a massive jump in damage at 3rd level, from not enough to too much. This smooths it out.

Shadow Strike (Ex): When attacking targets in areas of dim light, a rogue does not suffer the standard 20% miss chance on attack rolls for being in the poorly lit area and can conduct sneak attacks as normal.

Danger Sense (Ex): Includes RAW Trapfinding; replaces Danger Sense, stacks with & is otherwise considered Trap Sense
A rogue possesses an intuitive sense concerning all manner of traps and ambushes. Beginning at 2nd level, she adds 1/2 her level: as a dodge bonus to AC against attacks made by traps; to all saving throws associated with traps and their effects (such as spells and poison); to skill checks made to build, disarm, or locate traps; and to any skill checks made to determine awareness in a surprise round. A rogue can also use Disable Device to disarm magic traps.

Cynical: A rogue is inherently distrustful. At 2nd level he gains a +1 bonus to saving throws against charms and illusions. This increases by +1 every 3 levels (5th, 8th, etc).

Slippery Combatant: A rogue's BAB is equal to his class level for purposes of calculating CMD.

Backstabber: A rogue's BAB is equal to his class level when flanking or attacking a flat-footed opponent.

The rogue's only special combat ability is Sneak Attack, so he ought to be able to hit with it.

Talents get a major upgrade: Add/modify thus: Advanced Talents Multiple sneak attack talents can be used at the same time.
Talents that can normally be used once per day per 5 levels (eg Honeyed Words) can be used once per day per rogue level.

Talent: Deceptive Dodge
When you are aware of a melee attack on you and not flat-footed, you may, as an immediate action, use a Bluff roll instead of your AC against that attack. You cannot use this ability more than once per day against a given opponent.


Cantrips: A sorcerer knows 2+Cha mod cantrips at 1st level, increasing thereafter as in the table.

Bloodline Spells: A sorcerer learns bloodline spells 1 level earlier than listed (2, 4, 6, etc).

It seems a bit odd to learn the bloodline spells so late...

Bloodline Skills: A sorcerer gains +2 bonus in her bloodline class skill at level 5, 11 and 17.

As a sorcerer gets only 2 skill points per level and probably dumps Int, these (usually Knowledge) skills are otherwise useless.


A 1st level wizard knows 1 cantrip per point of intelligence. She learns one more cantrip every time she gains a level, in addition to the usual two spells.

Given the plethora of non-core cantrips out there (including these), just granting a wizard all cantrips at 1st level is a bit daft.

A wizard can cast 1+Int mod cantrips at 1st level, increasing thereafter as in the table. At 1st level, a wizard may choose not to take a familiar.

Multiclassed Characters

Hit Points
A multiclassed PC-grade character gets maximum hp for the first level of the class with the best Hit Dice, regardless of the order in which those levels were gained.
For example, a 3rd wizard has 6 + 2d6 hp (neglecting Con). If he takes a fighter level, this becomes 10 + 3d6.

BAB and Saving Throws
In each of the three save categories, all levels which grant "good" saves are added, and all "bad" levels are added. Then apply the formula:
Good / 2 + Bad / 3, rounded down. Add 2 if any Good levels.
Likewise, BAB is totalled for Good (x1), Medium (x3/4) and Bad (x1/2).
For example, a 7/5 cleric/fighter gets 12 levels of Good Fortitude, 12 levels of Bad Reflex, and 7 levels of Good and 5 levels of Bad Will.
He has 12/2+2 = +8 Fortitude, +4 Reflex and 7/2+5/3+2 = 7.17 = +7 Will. He has 7x3/4 + 5 = +10 BAB.
A 3/5/3 rogue/wizard/arcane trickster gets 3x3/4 + (5+3)/2 = + 6.25 = +6 BAB. He has 11xBad Fort = +3, 6xGood + 5xBad Reflex = +6, 8xGood + 3xBad Will = +7.

The casting levels of a multiclassed character stack, with respect to spell effects, range, duration and overcoming spell resistance, but not for spells known, spells per day, metamagic ability, etc. Classes without any caster level (eg Rogue) or which might be too low level to cast spells (eg Ranger) use 1/3 level, rounded down. For any given class, the total level is limited to three times the true level and cannot exceed character level.
For example, a 5/4 cleric/wizard casts at 9th level in both classes. A 9/3 druid/ranger casts druid spells at 10th level and ranger spells at 6th level (=ranger level 9).


These are feats modified from stock Pathfinder. For new feats, see here.

Metamagic Feats

Any spellcaster has a number of Metamagic Points equal to half her caster level (round down) plus 3 per Metamagic feat she has gained. These can be used for any Metamagic for which she has the feat. For example, a 9th level wizard with Still Spell and Extend Spell has 9/2 + 6 = 10 points.

All Metamagic feats have a spell level modifier as in the RAW (eg +1 for Silent, +3 for Maximised).

A Metamagic spell is prepared and cast at its original level, but requires a caster capable of casting a spell at the increased level (eg 3+1 for a Still Fireball, or 2+4 for a Quickened Invisibility). It requires the expenditure of a number of points equal to its increased level, and takes a full round action to cast. For example, a Widened (+3) Fireball is treated as a 3rd level spell, needs an 11th level wizard to cast it and uses 6 Metamagic points.

A Metamagic spell in an item is treated as being at its increased level for purposes of cost and spell level. So a Wand of Close Reach CLW is treated as containing 2nd level spells.

Also note the special treatment of Heighten Spell.

RAW Metamagic is useless at low levels and seldom worthwhile at higher levels, so nobody takes the feats except for cheese builds. Though this was written for 3.5 and I might revise it for PF.

Item Creation

Revise the feats into:
Feat Notes Prerequisites
Scribe Scroll As now CL 1
Brew Potion As now CL 3, Craft (Alchemy) 1 rank or Knowledge (Nature) 3 ranks
Brew Elixir As Brew Potion, but can hold spells of any level, and Personal spells at double cost. Takes longer to brew if >1000gp. CL 9, Craft (Alchemy) 5 rank or Knowledge (Nature) 7 ranks, Brew Potion
Craft Arms and Armour As now CL 5
Craft Wand As now CL 5
Craft Staff As Craft Staff and Craft Rod (Metamagic rods only) CL 10, Craft Wand, Craft Minor Item
Craft Minor Item As Craft Wondrous Item, max spell level=2, max Stat Bonus=+2 CL 3
Craft Lesser Item As Craft Wondrous Item and Craft Rod (except Metamagic), max spell level=5, max Stat Bonus=+4 CL 7, Craft Minor Item
Craft Greater Item As Craft Wondrous Item and Forge Ring CL 12, Craft Lesser Item
Craft Construct As now CL5, Craft Arms and Armour, Craft Minor Item

The RAW Craft Wondrous Item is too good, in that it can duplicate far too much other stuff, is available very early and has no power limit. Likewise, there is no prerequisite chain, so by RAW one might be able to make a staff but not a wand.

Other Feats

Far Shot
Also increases the range of a missile Sneak Attack to 50', or two range increments of the weapon, whichever is less (but at least 30')

In addition to what's in the RAW, Mobility adds a +4 bonus to Acrobatics rolls when avoiding AoOs.

Weapon Focus
Can be dropped at any point where the character gains a BAB increase, in exchange for another feat, subject to DM approval. Any feats which rely on Weapon Focus prevent this change.

After all, Weapon Focus just gives +1 to hit. So if you've just improved your BAB anyway, there's no change. It reflects that the character doesn't use that weapon any more. It's designed for the character who's been using a scimitar for years and finds a +3 flail, or for the cleric who took WF (mace) at 1st level and now usually casts spells. Essentially it's instant retraining.

Heighten Spell
All spellcasters can use this effect, even in conjunction with metamagic feats, though so doing extends the casting time to a full round. As such, it can't be used with Quicken Spell.

Weapon Proficiency, Weapon Focus and Weapon Specialisation
Apply to a whole weapon group (as defined for fighters), not just a single weapon.
Weapon Proficiency here applies only when taken as an explicit feat, not a class ability. It effectively replaces Exotic Weapon Proficiency.

Vital Strike
Can be used with Cleave and/or as part of a charge.
Adds +BAB to damage, regardless of weapon. There are no Improved or Greater versions.

Can be used as part of a charge. Includes Great Cleave automatically at +4 BAB

Furious Focus
Can be used with any melee attack, not just two-handed.

Two-Weapon Fighting
Includes Improved and Greater TWF automatically at +6 and +11 BAB.

Those offhand attacks are at -7 and -12 to hit and don't do much damage anyway.

Improved [Maneuver]
Include Greater versions automatically if and when other prerequisites are met. This includes: Combat Reflexes
Does not allow more than 1 AoO per round against the same opponent.

Combat Expertise
Is not a prerequisite for any Maneuver feat, and neither is its incidental requirement for 13 Intelligence.

It was only ever that way because of the name. It's a pointless and irrelevant feat tax.


All the traits that make one skill a class skill and give a +1 bonus (eg River Rat, Slippery, Reckless, etc) instead give +2 if the skill is already a class skill.

Declining Familiars

If at 1st level, a wizard chooses not to take a familiar, he may either attune a staff or gain one extra feat, which must be one of:
    Metamagic, Item Creation, Spell Focus, Spell Penetration, Spell Energy, Combat Casting or Skill Focus (K-Arcana or Spellcraft).
The character may take the Obtain Familiar feat at a later time as usual.


One can use Strength instead of Charisma as the modifying characteristic to Intimidate rolls, if there is a plausible threat of physical violence and some means of displaying that strength (eg smashing a door down, hurling a table out of the way, brandishing a massive axe).
To Demoralise an opponent is a Move-Equivalent action if you are already Threatening that opponent (i.e., he is within the reach of your attack). Otherwise it's a Standard action.

The DC for a running jump of distance X feet is 2X-10.
The modifier for faster or slower movement rate is +/-1 for every foot of movement greater or less than 30'. So a halfling with 20' move gets -10; a monk with 50' gets +20.
So 5' is DC 0. Trivial for any unarmoured healthy character. 10' is DC 10. Trivial for the same character if allowed to Take 10, but could be awkward for low-level tanks. 15' is DC 20. Doable, but risky, and not in armour. One for the barbarians, monks, rogues and rangers. 20' is DC 30. Time for an athlete. 25' is DC 40. Be a specialist, and get lucky.
For a standing jump, DC is 4X-10. So 5' is DC 10, 10' is DC 30.
If you have a 10' run-up (rather than the default 20'), it's 3X-10.
Running High Jump DC is 5X-10. Standing High Jump is 10X-10.

The RAW rules boil down to Distance Jumped = (1d20 + Skill Bonus) feet, which is a huge variation. The Olympic record is about 28' (DC28), which can occasionally be achieved by a typical 2nd level fighter (16 str, 5 ranks). The above rules make this DC46, verging on Epic.

Combat Options

Amateur Power Attack and Deadly Aim
Any creature without the Power Attack feat can do the same thing at half value, ie +1 damage per -1 to hit (assuming a 1H weapon). The limit is a hit penalty equal to 1/4 the creature's BAB, rounded up.
Likewise, any creature can use Deadly Aim at half value.

Taking time to aim a missile weapon allows increased accuracy, limited by weapon. It's a full round action (no movement beyond a 5' step).
1 round: +1 to hit, any weapon (ray, thrown or projectile).
2 rounds: +2 to hit, bows and crossbows only
3 rounds: +3 to hit, crossbows only, must be braced, no movement.

Slow Shot
Any creature can forgo one missile attack in a given round to gain +1 to hit on all the others. This is a full-round action, and assumes that the creature has multiple attacks (through high BAB, Haste, Rapid Shot, etc).
When combined with Rapid Shot, this turns (for example) +7/+2 into +6/+6.

Ignoring Flanking
If you ignore a flanking opponent, treat it as invisible (ie, you're flat footed) and it gets an AoO at the moment you choose to do so. The other opponent does not get the flanking bonuses.
For example, if fighting a frost giant and a goblin, you might want to ignore the goblin (unless it's a 15th level rogue...).

One-handed Weapons in 2 hands
Any 1-handed melee weapon used in 2 hands gains a minimum of +1 damage bonus from Strength, compared to using it in 1 hand.
For example, a Str 8 character using a longsword in 1 hand does 1d8-1. Using it in 2 hands she does 1d8. But using a greatsword in 2 hands she will do 2d6-1.
Her Str 14 companion does 1d8+2 with the 1H longsword and 1d8+3 with a 2H longsword, as RAW.

You can think of this either as hitting harder with it, or using the offhand to give some other advantage such as grabbing a shield or waving a cloak in the opponent's face. There's no bonus for light weapons as they're too small to benefit from the extra hand, and none to 2H weapons as someone of Str 13 or less is too weak to wield them properly.

The point being that unless you're quite strong (14+) there is otherwise absolutely no benefit to using a weapon in two hands.
A previous house rule made this +1 to hit and +1 damage, but that's a bit much.

Total Inactivity
Doing absolutely nothing (eg being paralysed, asleep, held, etc) draws an AoO on your turn from anything within range. This is not a coup.


Bonus Cantrips/Orisons

All spellcasting classes except Ranger and Paladin (who have their own rules) get to prepare/know extra Level 0 spells. This amount is equal to the bonus of the governing attribute, minus 2. A cleric's domain orison is included in this number. It can be negative, but not below a final value of 1. For example, an Int 16 wizard gets 1 bonus cantrip. 


All damage, including additional dice and precision damage, is multiplied on a critical. This specifically includes but is not limited to Sneak Attack, flaming weapons and a monk's Leaping Kick.

Very Miscellaneous

Intimidate is a Fear Effect.

Aid Another gives +1 more per 10 by which you succeed (so DC 10=+2, DC 20=+3, etc), doubled for Helpful.
House Rules New Spells Level 0 Domain Spells Armour and Weapons New Feats Fumbles Monsters
Aaargh home Last Revised 30/7/15