BUILD YOUR OWN WORLD Like what you see? Become the Master of your own Universe!

House Rules

These rules have been established for playing Pathfinder, D&D, and Starfinder. Other systems should be considered to follow RAW unless noted otherwise.  

Character Creation

When your character hails from a specific region in the Seven Silver Circles, certain aspects of their environment would be inherently known or learned through growing up in that area. Please consult the Nation pages to determine if your character would gain an ability based on their region of origin.

 

Pathfinder 1st Edition

  • All characters start out with Weapons Finesse, Power Attack, Improve Unarmed Strike and Combat Expertise as a bonus feats at 1st level.
  • All classes/races found in the official rule books (except Unchained) are available to play. Third party builds must be approved for balance.
  • Levels 1-3 gain maximum allowed HP for there class. Levels 4+ must either roll or take 1/2 their HD+Con when levelling up.
  • Ability Scores are made by rolling 3d6 and reroll 1’s and 2’s for abilities or choose to roll 4d6 and drop the lowest (but not both).
  • All characters in gain two traits of their choice at character creation from separate categories. If you wish to make up your own trait, it must be approved by a DM/GM for balance check.
  • When choosing a feat for a specific weapon (ex: Weapon Focus), that feat applies to the weapon group as depicted in the Fighters Weapons Training groups.
  • Pathfinder 1st Edition cantrips can be replaced with D&D 5th or Pathfinder 2nd edition cantrips from the same class list, but are not subject to the dual wielding rule (see below).
  • Spellcraft can be substituted for Use Magic Dice.
  • Staves or Staffs count as Quarterstaff with a 1d4/1d4 dmg and finesse.
  • Since we rarely stay in one place for long, when choosing Feats or Features linked to a settlement or a specific location (such as the Vigilante’s Renown or the Bard’s Fame), players can adopt that location for their current one by dedicating 2 hours of game time to familiarize themselves with the area. This does not apply while traveling on a road.
  • Rangers Favorite Enemy can be substituted for the Slayers Study Target. It advances at the same rate.
  • Potions: Personal Range spells can also be made into potions with the Brew Potions feat. Potions of 4th level and above can also be made, but must have a Spellcraft check. Each level above 3rd adds a +5 to the DC, starting at level 4 with a DC of 20.
 

Starfinder 1e

  • Ability Scores are made using the point buy system of 10, not the rolling rules
  • An ability that requires “a significant” enemy means any enemy you come across
  • All official rule books are allowed, 3rd party are subject to DM/GM approval

 

Pathfinder 1st & Starfinder 1e

  • If you decide that your character has a major goal or significant history relevant to the character or story, you must inform the GM/DM before the game. Adding it afterward without discussing it with the DM will be considered VOID or an alternative timeline. If you have a significant story or goal, you will be expected to document it for the DM. The DM may modify elements for the campaign's storyline.
  • You can create your own Race to play at any time, provided it has a limit of 15 RP. However, it must receive approval from a DM/GM before play for balance checking.
  • You can create your own Class or Archetype, but it must also be approved by a DM/GM before play for balance checks.
  • Unless stated otherwise, when starting a new game with new characters, you can assume the starting level will be level 3.
  • Characters gain 2 extra skill points at each level that must be allocated to a Background Skill as defined by Pathfinder Unchained. These points cannot be allocated to Adventure Skills. Background Skills include Appraise, Artistry, Craft, Handle Animal, Knowledge (Engineering, Geography, History, Nobility), Linguistics, Lore, Perform, Profession, and Sleight of Hand. Any class that includes Craft or Perform as a class skill also recognizes Artistry as a class skill. Lore is always considered a class skill for all characters.
 

Pathfinder 2e

  • Use RAW for Ability Scores, not the rolling option for 1st ed
  • All level 1 characters start out with 18gp, instead of 15gp
  • If you take the Pathfinder Archetype, you gain a basic item 2 Wayfinder without a stone
  • Group checks (50% success rule): If doing a 'group' activity, everyone participating rolls, and if more than 50% of particpants meet the DC, the group succeeds as a whole, unless an extant reason for individual failure is brought up.
  • When a character enters Dying 1, they can use an action to move 5 feet instead of rolling to stabilize. If you possess a feature that typically keeps you conscious while dying, you do not increase the dying condition at the end of your first round unless you are continuously taking damage.

 

Starfinder 2e

If you are building a Starfinder 2e character in a Pathfinder 2e game (they are capadible) the GM is allowed to veto advanced technology in the fantasy setting. Extensive discussion about how your character ended up there and what adaptations will be needed is something you will have to discuss prior to game.  

D&D 5e

  • *Ability Scores: Standard Array (15,14,13,12,10,8) or Point buy
  • Race: To represent flexible ancestry and diversity of racial archetypes, instead of standard ability score bonuses, all players get +2 in one ability of their choice and +1 in another ability score.
  • HP: HP is doubled at level one  
  • Artificers Repulsion Shield: Shield pushes enemy 15ft per used charge. Multiple charges can be used each reaction. The shield has 8 charges and recovers 1d8 charges at Dawn.  
  • Barbarian Battlerager Armor: The bonus Piercing damage for a successful grapple is 3 points per 4 levels (3rd level 3pts, 7th level 6pts, 12th level 9pts, etc).
  • Barbarian Battlerager Charge: This turns into a free action at the beginning of combat.
  • Barbarian Berserker Frenzy: Exhaustion levels gained by Frenzy (not other sources) are reduced by 1 level after a short rest.
  • Barbarian Berserker Intimidating Presence: It is a bonus action to maintain this ability, however the opponent may make the save again at the end of every round.
  • Barbarian Zealous Presence: The ability affects you and is now once per short rest.  
  • Bard Performance of Creation: Bards can expel the number of 2nd spell slots at the beginning of the performance to add to the duration as if casting it again. Thus a bard with a proficiency bonus of 3 can expand a slot to make the item last 3+3 hours (6 total) instead of having to recast it at the end of the first 3 hours.  
  • Cleric Artisan’s Blessing: The total cost of the item can be up to 200gp per 2 levels (4th level 400gp, 6th level 600gp, 8th level 800gp, 10th level 1000gp, etc). This can be used to make special materials (such as Adamantine) even if you do not have the metal. If you have such special materials or mundane materials already, you can reduce the cost of the item by the cost of the material. Ex: Plate Armor is 1500gp. If you have a half plate (750gp) and some scrap metal (300gp worth), then the cost leftover is 450gp.
  • Cleric Divine Strike: The cleric can choose between Fire damage or radiant damage.
  • Cleric Embodiment of the Law: When the cleric cast a spell with the school enchantment or abjuration…
  • Cleric Order of Wrath: All allies who strike the creature before your next turn do the additional damage.  
  • Druid Hearth of Moonlight and Shadow: In addition, the area is in a constant temperature of 70 F and protects the occupants from the weather.
  • Fighter Arcane Shot: Every three levels, starting at 6th, the number of times you can use this ability between short rests increases by +2.  
  • Ranger Horizon Walker: In addition to detecting portals, you can detect any sort of teleportation magic, where it leads, and the creature type that last used it. The range is increased to 5 miles.
  • Ranger Giant Killer: In addition to large creatures, this also applies to any creature on higher ground.
  • Ranger Steel Will: Advantage against being Frightened and Charmed.
  • Ranger Stand Against the Tide: The creature loses its next turn if it cannot repeat the attack.  
  • Sorcerer Sorcerous Restoration: In addition, you can cast Shapechange once per day as you draw upon the powers of your bloodline, changing into the creature of your Sorcerous Origin. You can do this additionally for 7 Sorcery Points.
  • Sorcerer Telepathic Speech: It now lasts 1 hour per level.
  • Sorcerer Trance of Order: In addition, you gain a +2 to the DC of your spells while in the trance.
  • Sorcerer Clockwork Cavacade: You can restore up to 200 HP and the cost to cast again is reduced to 5 SP.
  • Sorcerer Tempestuous Magic: This works with Cantrips as well. The Sorcerer can continue to move with a 10ft speed in the air each round by using a bonus action.
  • Sorcerer Storm Guide: In addition, you can cause it to start raining and create wind. How much rain or wind you create is up to you. While a light rain and small breeze are options, you can also create heavy downpour (area is heavily obscured, and exposed flames in the area are doused) or a moderate gust causing projectiles to be at a disadvantage. You must use a bonus action each round to maintain these effects.
  • Sorcerer Spell Bombardment: You may also reroll any 1’s rolled, but they cannot be used for the bonus damage from this feature.  
  • Warlock Fey Presence: The range is 30ft.
  • Warlock Gift of the Sea: Water is your friend in all its forms. In addition to the other abilities, you are no longer hindered by wet or icy surfaces and can see clearly in heavy downpours.
  • Warlock Fathomless Plunge: Range is now 10 miles or seen within the last 48 hours.
  • Warlock Bottled Respite: You can use this ability an additional time per long rest every 5 levels (x2 at 5th, x3 at 10th, etc).

 

Game Play

 
  • All game rules are subject to change by DM/GM for plot purposes or gameplay purposes.
  • In Pathfinder 1st, spellcasters are allowed to dual wield cantrips unless the cantrips has been substituted (see above). Cantrips are considered Finesse Weapons for the purpose of attack bonuses.
  • Pathfinder 1st edition can substitute Cantrips from 2nd edition, but cannot dual wield them in this case.
  • Spellcasters can re-prepare a spell at anytime during the day, but it takes 10min per spell level to do so if they have already prepared their spells for the day. They do not regain spellslots this way, but can switch their spells.
  • When one or more party members died, the rules "Survivor's Guilt" come into play, unless otherwise noted (see documents).
  • Performing a Heroic Deed designated by the DM (as outlined in "Survivor's Guilt")can earn you an Inspiration Point to spend on any single roll at a future date on any character in that game. These points do not carry over to a new campaign.
  • Characters' HP is fully restored with a full nights rest in Pathfinder 1st Edition and D&D 3rd & 5th Edition (except for special conditions). This does not apply to Starfinder or other games not listed (this may be changed in the future once we play other games).

All Combat Rules

  • DM is allowed to coop your roll or character briefly in order to move the game along (ex: "you decide you've searched this room enough and exit to the corridor" or "After several attempts of failing to climb the wall, the NPC tosses you over").
  • If no one else has your Teamwork Feat, your nearest party member (1) is considered to have the feat for the effects of the feat on you only (animal companions and familiars don't count unless the class says otherwise). The other party member doesn’t gain the benefits of the feat unless they also take the Feat. If someone in the party does have the Feat, this rule doesn’t apply and you must use the feat with them. Inquisitors Solo Tactics only require someone in sight to make up for this.
  • In Battle, you have 2 minutes to complete your turn. The very first person can have a little extra as everyone has a chance to figure out where what is. What you don’t say in those two minutes does not happen.
  • If you forget to add a dmg or point to a hit or save and your turn is over, you do not get to go back and add it in later. What you got is what you got. Remember next time.
 

Player Etiquette

Remember that this is a group game. Your character’s personal choices are important, but they should not derail the group’s dynamic. Conversely, an individual’s story development should be valued and respected in the group’s decisions. Interrupting other players and hogging the spotlight will not be tolerated. It’s understandable to get excited and overextend, but if the DM asks you to wait, please do so.   Discuss serious injury attempts or killing other players with the DM before proceeding. A single non-lethal attack is acceptable (e.g., if the Elf player mocks your Half-Elf’s human lineage, a slap on the back in-game is both acceptable and deserved).   Expressing concerns about rules is fine, but interrupting gameplay to complain is not. If you have an issue during the game, please talk to the DM afterward. Rules arguments slow down the game and take away from the fun.   Party members are not allowed to attempt to kill each other unless discussed with the DM as part of a plot point or character change and agreed upon by both players.   Character actions involving NPC/PC sexual assault or vice versa are not acceptable. If you wish to include such themes in your backstory, that's fine, but do not act out the scenes at the table.   Evil characters are permitted, but they must contribute to the greater goal of the party and may not sabotage the party (unless approved by the DM for a plot point).

Comments

Please Login in order to comment!