House Rules

Rules Additions and Changes from Pathfinder Unchained

RACES
In addition to their Standard Racial Traits, each race gains an additional number of bonus Hit Points beginning at 1st level.
 * Catfolk: 8 HP
 * Lionfolk: 8 HP
 * Dwarf: 10 HP
 * Elf: 6 HP
 * Drow: 6 HP
 * Snow Elf: 6 HP
 * Weald Elf: 6 HP
 * Gnome: 8 HP
 * Goblin: 6 HP
 * Blue Goblin: 6 HP
 * Halfling: 6 HP
 * Hobgoblin: 10 HP
 * Human: 8 HP
 * Half-Elf: 8 HP
 * Half-Drow: 8 HP
 * Half-Orc: 8 HP
 * Half-Orc: 8 HP
 * Half-Giant: 10 HP
 * Planetouched
 * Aasimar: 8 HP
 * Ifrit: 8 HP
 * Oread: 10 HP
 * Sylph: 6 HP
 * Tiefling: 8 HP
 * Undine: 8 HP
 * Ratfolk: 6 HP
 * Tengu: 8 HP

General Changes
All heroic class characters gain an additional 2 skill points at each level in addition to those they receive from their class. These skills must be spent on either appraise, bluff, craft, diplomacy, heal, intimidate, knowledge (any), linguistics, profession, or sense motive. The number of skill points allocated is not nearly enough to represent the full breadth of the classes.

Barbarian
Use the Unchained Barbarian

 Rage:  Rage can be used an unlimited number of times but has a cooldown period before it can be used again: Rage now lasts for 1 minute or until there are no longer enemies you can perceive. At the end of that duration, you cannot rage again for 1 minute. You cannot voluntarily stop a rage.

A Barbarian who comes out of their rage is NOT fatigued

Add the following skills to the list of skills that a barbarian counts as class skills: Endurance

Cleric
Add the following skills to the list of skills that a cleric counts as class skills: Perception

Whenever a cleric wields their deity's favored weapon, that damage dice increases by 1 step. If their favored weapon already does 1d12, instead add +2 to the base damage.

A creature who regains hit points from this effect is bolstered against it for one hour.

Acid Dart, Fire Bolt, Icicle, Lightning Arc, and Storm Burst now deal an amount of d6 damage per 3 caster levels after 1st level. They are unlimited use.

Fire Domain: Replace the 2nd level bonus spell with Scorching Ray.

Fighters
Fighters are relatively weak at anything but fighting, making them nearly useless in any other capacity. To remedy this and bring them more into line with the power expected of a roleplay campaign, make the following changes to the class.

This change is ultimately to represent their training in more than just combat, but winning in general. The art of negotiation and diplomacy, perceiving the intent of their opponent, and knowledge of local events and persons of importance are useful to a fighter.

Skill Points: 4 + Int modifier

Add the following skills to the list of skills that a fighter counts as class skills: Acrobatics, Diplomacy, Endurance, Knowledge (Nobility), Knowledge (Local), Perception, Sense Motive

Additionally, Fighters begin play with the Combat Stamina bonus feat from Pathfinder Unchained in addition to any other feats they can select at 1st level.

Magus
Because any arcane caster can now use armor without arcane spell failure, the Magus will find their armor proficiency class features changed. At 1st level, a Magus gains proficiency with light armor, like normal. At 7th level, a Magus gains Armor Training 1 in addition to gaining proficiency with Medium armor. At 13th level, a Magus gains Armor Training 2 in addition to gaining proficiency with Heavy armor. At 19th level, a Magus gains Armor Training 3.

This bonus is to off-set the previous benefit the class had in the ability to cast arcane spells while wearing armor.

Monk
Use the Unchained Monk

Paladins
Add the following skills to the list of skills that a paladin counts as class skills: Athletics, Endurance, Perception

Stabilize (Sp): At 1st level, a Paladin can cast Stabilize as an at-will spell-like ability. A Paladin’s caster level for this ability is equal to their level.

Rangers
Add the following skills to the list of skills that a Ranger counts as class skills: Endurance, Sense Motive

Rogue
Use the Unchained Rogue

Sorcerer
Sorcerers may choose between either the Wizard spell list or the Witch spell list at character creation. Once this selection is made, they cannot switch after.

Acidic Ray and Elemental Ray now deal 1d6 damage per 2 caster levels after 1st. Heavenly fire now deals 1d4 damage per 2 caster levels after 1st. They are unlimited use.

Summoner
Use the Unchained Summoner

Wizard
Acid Dart now deals 1d6 damage per 2 caster levels after 1st. Force Missile now deals 1d4 damage per 2 caster levels (and still benefits from intense spells) after 1st.

Endurance (Con; Armor Check Penalty)
You can push the very limits of your body to their maximum.

Forced March: In a day of normal walking, a character walks for 8 hours. The rest of the daylight time is spent making and breaking camp, resting, and eating.

A character can walk for more than 8 hours in a day by making a Forced March. For each hour of marching beyond 8 hours, an Endurance check (DC 10 +2 per extra hour) is required. If the check fails, the character takes 1d6 points of non-lethal damage and becomes fatigued. Eliminating the nonlethal damage also eliminates the fatigue. It’s possible for a character to march into unconsciousness by pushing themselves too hard.

Hold Breath: A character that has no air to breath can hold their breath for 2 rounds per point of constitution. If a character takes a standard or full-round action, the remaining duration that the character can hold her breath is reduced by 1 round. After this period of time, the character must make a DC 10 Endurance check in order to continue holding her breath. The check must be repeated each round, with the DC increasing by +2 for each previous success.

When the character fails one of these Endurance checks, she begins to suffocate. In the first round, they fall unconscious (0 hit points). In the following round, they drop to -1 hit points and begin dying. In the third round, they suffocate and die.

Ignore Hunger and Thirst: You can go without food for a number of days equal to your constitution modifier (minimum 1 day). After this time, you must succeed on an Endurance check each day or become persistently fatigued. If you fail a second check you become persistently exhausted, and if you fail a third time you fall unconscious and begin dying (-1 hit points). The DC is 10 the first day and increases by +4 each day thereafter. You can remove these persistent conditions by eating a nutritious meal.

Similarly, you can go for a number of days without water equal to half your constitution modifier (minimum 1 day). Each day after this time you must make an Endurance check as above, increasing by +4 per day.

Run: You can run as a full-round action. If you do, you do not also get a 5-foot step. When you run, you can move up to four times your speed in a straight line (or three times your speed if you’re in heavy armor). You lose any Dexterity bonus to Defense unless you have the Run feat.

You can run for a number of rounds equal to your Constitution score, but after that you must make a DC 10 Endurance check again each round in which you continue to run, and the DC of this check increases by +2 for each check you have made. When you fail this check, you must stop running. A character that has run to his limit must rest for 1 minute (10 rounds) before running again. During a rest period, a character can move no faster than a normal move action.

Swim/Tread Water: Unless you have a natural swim speed, each hour that you swim you must succeed on an Endurance check or become fatigued. The DC to overcome this is 10 +2 per hour. If you’re already fatigued, you become exhausted. If you’re exhausted, you fall unconscious and cannot swim. This likely means you’ll begin drowning.

Athletics (Str; Armor Check Penalty)
Combine Swim and Climb into one skill.

Any class that has Swim or Climb as a class skill now has Athletics as a class skill.

Heal Skill Change
Replace Treat Deadly Wounds with Treat Wounds described below:

Treat Wounds: You must have a healer’s kit in order to use this application of the Heal skill, or enough medicinal supplies on hand per GM discretion.

You spend 10 minutes treating one injured living creature (targeting yourself, if you so choose). The target is then temporarily immune to Treat Wounds actions for 1 hour, but this interval overlaps with the time you spent treating (so a patient can be treated once per hour, not once per 70 minutes).

The Heal check DC is usually 15, though the GM might adjust it based on circumstances, such as treating a patient outside in a storm, or treating magically cursed wounds. If you succeed at your check, the target regains 2d8 Hit Points, plus an additional number of Hit Points equal to your Ranks in the heal skill.

If you fail the check by 10 or more, the target takes 1d8 damage.

You can voluntarily increase the DC in increments of +5. If you succeed at this higher difficulty, the target regains 1d8 additional hit points per DC increase. For example, if you voluntarily increase to DC 20 the target regains 3d8 Hit Points.

FEATS
Remove Feat: Point Blank Shot

Whenever a feat has Point Blank Shot as a prerequisite, replaces that prerequisite with Precise Shot instead.

Remove Feat: Endurance

Since Endurance is now a skill, any instance of Endurance is now replaced with Skill Focus: Endurance. Any feat that uses Endurance as a prerequisite now requires Skill Focus: Endurance as a prerequisite instead.

Remove Feat: Weapon Finesse

This is no longer a feat. Everyone gains the benefits, as if they had this feat, from first level on.

Remove Feat: Combat Expertise

This is no longer a feat. Anyone with BAB +1 or higher and proficiency with the weapon used can use this as a combat ability following the description of the old feat.

Any feat that uses Combat Expertise as a prerequisite now requires Int 13+ instead.

Remove Feat: Deadly Aim

This is no longer a feat. Anyone with BAB +1 or higher and proficiency with the weapon used can use this as a combat ability following the description of the old feat.

Any feat that uses Deadly Aim as a prerequisite (shouldn't be any) now requires Dex 13+ instead.

Remove Feat: Power Attack

This is no longer a feat. Anyone with BAB +1 or higher and proficiency with the weapon used can use this as a combat ability following the description of the old feat.

Any feat that uses Power Attack as a prerequisite (shouldn't be any) now requires Str 13+ instead.

New Feat: Rapid Strike (Combat Feat)

Prerequisites: Base Attack Bonus +1, Dex 13+

As part of a full attack action, you may gain one extra attack with your main hand weapon, so long as that weapon is a one-handed or light finesse weapon. You must declare that you are using this feat at the beginning of your full attack action to gain the benefit of this feat. All of your attacks in the same round take a -2 penalty on attack rolls.

Feat Changes:
There are no longer Fighter only feats. Use equivalent Base Attack Bonus to the fighter level in order to meet prerequisites. If you are playing a class like Magus that gets fighter bonus feats based on fighter level, but your BAB doesn't match your level, then you may still select those feats as if you had BAB equal to your level.

Weapon Focus: Weapon Focus now applies to an entire category of weapons. Check the fighter class "Weapon Training" ability for lists of categories. You now gain a +1 bonus on attack rolls with any weapon in that category instead of just one weapon.

Greater Weapon Focus: You gain a further +1 bonus on attack rolls with weapons in a given category.

Weapon Specialization: You gain a +2 bonus on damage rolls with one category of weapons that you already have the weapon focus feat for.

Greater Weapon Specialization: You gain a further +2 bonus on damage rolls with one category of weapons that you've selected the Greater Weapon Focus feat with.

Athletic Feat is now a +2 bonus to Athletics and Endurance skill checks that increases to a +4 bonus when you have 10 ranks in either skill.

Improved Shield Bash: In addition to the effect provided by this feat, you can make a shield bash against an opponent you make a full attack against in addition to your standard attacks. This functions like having the Two-Weapon fighting feat, but only with shields with which you can make a bash attack. It does not stack with Two-Weapon Fighting. You still take a -2 penalty on all attack rolls for the round in which you choose to utilize this feat.

WEAPONS
New Martial Weapon: Saber

This weapon is a slightly curved sword designed primarily for use from horseback, but it’s design makes it highly effective in foot combat, comparable to a Longsword since it’s not quite as curved as a scimitar. Rather it is somewhere in between. Because of its design, it is a one-handed only weapon and can be used with weapon finesse. For the purposes of Weapon Training, a Saber is considered a Light Blade.

Cost: 35gp Damage (M) 1d8 Damage (S) 1d6 Crit 19-20/x2 Type Slashing

New Exotic Weapon: Maul

This sledge has been designed and reinforced for war. It can be wielded as a two-handed martial weapon by anyone proficient with martial weapons, or a character can utilize a Maul as if it were a one handed weapon with a strength of 13 and the exotic weapon proficiency feat. For the purposes of Weapon Training, a Maul is considered a Hammer.

Cost: 40gp Damage (M) 1d10 Damage (S) 1d8 Crit x3 Type Bludgeoning

Weapon Changes
Greatclub

The Greatclub is now a simple weapon.

Longspear

Add the following text to Longspear:

A character with a strength score of at least 15 and proficiency with the longspear can use a longspear as if it were a one-handed weapon.

Spear

Add the following text to Spear:

A character with a strength score of at least 13 and proficiency with the spear can use a spear as if it were a one-handed weapon.

Quarterstaff

A Quarterstaff is now a finesse weapon and can be used with dexterity rather than strength.

Unchained: Action Economy

 * Use alternate rules
 * No changes to alternate rules except where they conflict with other rule changes

Unchained: Innate Item Bonuses

 * Use alternate rules
 * No changes to alternate rules except where they conflict with other rule changes
 * After looking at this system, I've determined that the prices are too costly to keep track of.

Unchained: Skill Unlocks

 * Use alternate rules. Signature Skill Feat.
 * No changes except where skills have been altered or merged.
 * Updates to Endurance will be coming.

Unchained: Spell Alterations

 * Limited Spellcasting Variant
 * Use with Overclocked Spells
 * Use Spell Critical Hits
 * Use Spell Fumbles
 * Wild Magic is not in full effect, instead it might be happen in localized contexts.

Unchained Stamina and Combat

 * Fighters gain Combat Stamina as a bonus feat
 * NOTE - Consider expanding the tricks into something different

Unchained: Variant Multiclassing
·        Use as a baseline

·        Try to integrate the Pathfinder 2 Multiclass Feats into PF1

·        WORKING ON THIS

Arcane Spell Failure -- GONE
An Arcane Caster can cast their spells in any armor in which they are proficient.

Bard and Magus are the only two Arcane Caster classes that begin with any kind of armor proficiency.

If an Arcane Caster wears armor they aren’t proficient in, they simply cannot cast spells until they remove their armor (or if they use Still Spell they can).

Cantrip-Like Abilities
Certain Class Features are going to be rebranded as “Cantrip-Like Abilities”.

If a 1st level class feature (for instance Lightning Arc) can be used a number of times equal to 3 + your pertinent ability score number of times per day, it is now cantrip like and can be used At Will.

Only Spell-Like Abilities are affected by this change.

Only 1st Level Abilities are affected by this change.

Spells
See Spells

Prestige Classes
A Prestige Class always counts as a favored class for determining your favored class bonuses.