House Rules

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Overall
E6 (or in this case – E7) (In a nutshell level progression stops at 7th but there are benefits…)
Step Improvement (Leveling comes in increments rather than a single event.
Important note on social conventions

Class Changes
Changes to Clerical Domain Powers and Channelling (Some domain powers don’t really pay at mid level play, this fixes it)
Changes to the Rogue (The rogue works better at lower levels than at levels 11+ but here is a minor tweak for them)
Changes to Sneak Attacks (Some upgrades to the Rogues Sneak Attack Class Feature)

Skills and Feats
Banned Feats (Feats that just don’t make the cut)
Changes to Feats and New Feats (Some upgrades to the existing feats)
Changes to Skill Usage (Some upgrades to the existing skills as well as extending skill use)
Perception (A simplified approach to passive Perception of skill + 10 will be used much of the time to cut down on dice rolls)

Combat and Damage Rules
Changes to Ability Damage (While some ability damage will knock you unconscious, continued exposure may affect your constitution… and kill you)
Injury Rules (A better narrative way of covering damage in combat, fast recovery between combats that will change how healing magic is used and penalties from injuries)

Magic and Horror Campaign Rules
Spellcasting Rules for Spell Casting with some clarifications.
Spell Rarity Some spells are more common than others and some are deeply prized.
Common Defenses Versus the Supernatural or Magical (Hold off fey creatures with a horse shoe and zombies with salt but spell casters must also be cautious as well).
Horror in Pathfinder – or Mental Stability (Sanity System)
Mortality and Death (When you’re done? You’re done…)

House Rules

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