House Rules

A lot of the rules are to make **3.5** more streamlined like **Fifth Edition,** because who wants to read a million and a half rules you'll probably never use?

## General

* **No PVP:** PVP of ***any*** kind, including and not limited to; attacks and any ability check that is not consented to by all parties will result in the instigator being hit by a virtual or physical bonking stick depending on proximity to your Game Master.
* **Plot Points:** All Players start the game with 1 Plot Point which can be spent to add an additional detail, character e to a scene. Once everyone have spent their Plot Point, everyone gets another plot point to spend again. You can regain a single plot point by adding a Complication to another party member's plot point.
* **Turn Timer:** Each player will have 15 seconds on their turn to act. Speech in character during combat is limited to 6 seconds.

## New Combat Manoeuvres

* **Climb on Larger Creature:**
If one creature wants to jump onto another creature, it can do so by grappling. A suitably large opponent can be treated as terrain for the purpose of jumping onto its back or clinging to a limb. After making any ability checks necessary to get into position and onto the larger creature, the smaller creature uses its action to make a Strength (Athletics) or Dexterity (Acrobatics) check contested by the target's Dexterity (Acrobatics) check. If it wins the contest, the smaller creature successfully moves into the target creature's space and clings to its body. While in the target's space, the smaller creature moves with the target and gains +4 on Attack rolls against it.
* **Defensive Stance:**
**Prerequisite:** Base attack bonus +1.
You can choose to take a -1 penalty on melee attack rolls and combat manoeuvre checks to gain a +1 dodge bonus to your Armor Class. When your base attack bonus reaches +4, the penalty increases by -1 and the dodge bonus increases by +1.
You must choose to use Defensive Stance before making an attack roll and its effects last until your next turn.
* **Disarm:**
A creature can use a weapon attack to knock a weapon or another item from a target's grasp. The attacker makes an Attack roll contested by the target's Strength (Athletics) check or Dexterity (Acrobatics) check. If the attacker wins the contest, the Attack causes no damage or other ill effect, but the defender drops the item. The attacker has a -2 modifier on its attack roll if the target is holding the item with two or more hands. The target has +2 on its Ability check if it is larger than the attacking creature, or -2 if it is smaller.
* **Hamstring:**
You can attempt to hamstring your opponent’s movement in place of a melee attack. You can only hamstring an opponent who is no more than one size category larger than you. If you do not have the Powerful Manoeuvres feat, or a similar ability, initiating a hamstring provokes an attack of opportunity from the target of your manoeuvre.
If your attack exceeds the target’s CMD, the target is entangled for 1 round. For every 5 by which your attack exceeds your opponent’s CMD, the penalty lasts 1 additional round. Creatures that are immune to critical hits - such as elementals and oozes - cannot be hamstrung. Flying creatures can be hamstrung, but only if they use non-magical means for flight (such as wings).
* **Initiative Rush:**
At the end of your Combat Turn, you may announce that you want to Rush your next turn. If you do so, raise your Initiative for the duration of the combat by 2 + DEX mod (min. 1). On your next turn after rushing you experience the following effects: *Your first attack this turn is always at -2.* *Movement speed is halved during the turn, rounded down.* *Bonus actions and class abilities can't be used this turn.*
* **Risky Strike:**
**Prerequisite:** Base attack bonus +1.
You can choose to take a –1 penalty on all attack rolls and combat manoeuvre checks to gain a +2 bonus on all damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one-handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon.
 When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2.
You must choose to use Risky Strike before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.
* **Mark:**
When a creature makes a melee attack, it can also mark its target. Until the end of the attacker's next turn, any opportunity attack it makes against the marked target has a +2 modifier. The opportunity attack doesn't expend the attacker's reaction, but the attacker can't make the attack if anything, such as the incapacitated condition or the shocking grasp spell, is preventing it from taking reactions. The attacker is limited to one opportunity attack per turn.

## Natural Healing

### Short Rests

A character can spend one or more **Hit Dice** at the end of a **Short Rest**, up to the character’s maximum number of Hit Dice. **Roll HD+CON mod** to recover Hit Points.

### Long Rests

At the start of a **Long Rest**, the character may At the end of a successful Long Rest, the character recovers all **Hit Dice** used through the day. To regain Hit Dice, you cannot do anything more strenuous than eating, drinking, reading. Long Rests last for **eight or more hours** with no more than **two hour** of interruptions, such as taking watch.

## Survivalist Mode

### Exhaustion

The mechanics for **Exhaustion** are lifted from Dungeons & Dragons 5e, for the most part.

Exhaustion Table
 2
 3
 4
 5
 6

**Exhaustion** can only be lowered with a **Long Rest**, lasting 8 hours or more with no more than an hour of disturbance, the **Greater Restoration** spell, or a **Potion of Vitality****.**

### Combat Attrition

Each time you drop below **0 HP** and are **revived**, you suffer one level of **Exhaustion**.

A character cannot spend any **Hit Dice** after finishing a **Rest** until someone expend one **Healer's Kit** (Full) or **Bandages** (1/2) to treat the Character's wounds. In return, the Character receiving Healing may gain HD+[Healer's Heal modifier] Hit Points during a **Long Rest**. **Long Rests** do not require Healer's Kits to recover Hit Points.

### Death Saving Throws

When you reach **0 HP**, roll a **Death Saving throw** with **no Modifier.** This roll succeeds at a **15 or higher**. Once you fail ***three*** Death Saving Throws, your character is **Dead**. You can be **Stabilised** by an Ally with a **DC 15 Heal check**. Once Stabilised, you must complete a **Short Rest** to return to **1 HP** and spend Hit Dice to recover further (if applicable), so long as an ally uses a **Healing Kit** on you.

## Non-Lethal Damage

Non-lethal damage can be rolled by any weapon with reasonable bludgeoning damage, so long as it is declared before the Attack is rolled. You must make a Concentration roll to succeed, but will result in Lethal Damage on a failure.

## Skills and Feats

### Fractional Base Attack Bonus

For the purposes of multiclassing, please refer to the following chart on the d20pfsrd website.

### Free Feats

The following Feats are given for free once one reaches the required BAB and prerequisites:

### The Elephant in the Room

Although the majority of the .pdf is available on this wiki, I feel it would be unfair to list where I got the ideas for my House Rules:

* Original text post available here.
* Full document available here.

Also: see the rules below for a summary of removed feats (the majority of The Elephant in The Room document).

### Removed Feats

The following feats are **REMOVED**:

* **A:** Acrobatic, Agile, Agile Maneuvers (now based off weapon type), Alertness, Animal Affinity, Athletic
* **C:** Combat Casting
* **D:** Deceitful, Deft Hands, Diligent
* **E:** Endurance, Eschew Materials
* **I:** Investigator
* **M:** Martial Mastery (merged with Weapon Focus), Mobility (merged with Dodge)
* **N:** Negotiator, Nimble Fingers
* **P:** Point-Blank Shot (merged with Precise Shot), Persuasive
* **S:** Self-Sufficient, Shield Specialization, Stealthy
* **T:** Toughness
* **W:** Weapon Finesse (now a weapon trait)

These Feats are no longer required for Feat prerequisites.

## Variant Multiclassing

Instead of the normal multiclassing rules, please consult the Variant Multiclassing rules from Pathfinder: Unchained, available here.

## Heroic Spirit

**Heroic Spirit** is an in-game currency awarded to Players for good role-playing or generally doing something considered "badass" by the DM. At the end of each Session, the group will decide on the **MVP**, who will receive one **Spirit Shard**. After collecting six Spirit Shards, you can exchange them for one point of Heroic Spirit, which can be used for the following:

* A **+4 Modifier** to any roll
* Increase your **Initiative by +10** for **one Encounter**
* Regain the use of an expended **Class Feature** or **Spell Slot**
* Remove on failed **Death Save**
* Turn on already rolled **Attack or Skill check** (even others!) If a Failure is turned into a **non-Critical Success**, it becomes a **Partial Success**, and may carry certain **complications** with it. **Saving Throws** and **Ability checks** are unaffected.
* Have the DM roll twice on any Table and pick your desired result
* Change the current state of an **Attack Roll** or **Skill check** by any Player Character, if successful, into a **Critical Success**. This only works so long as the Spirit is used before the DM declares the roll a **Success or Failure**. If it is a **failure**, the Heroic Spirit point is **wasted**.

## Misc. Rules

* No XP penalty for multi-classing
* No cross-class skill penalty (max rank=Level); class skills: (max rank=Level+3)
* The **Skill Focus** feat also gives Advantage (roll twice, pick the highest) on rolls involving *x* skill
* You can ignore attribute requirements for feats if (your Level+10) exceeds the requirement
* Add double your **STR** (melee/thrown) or **DEX** (ranged/thrown) modifier to **two-handed weapons** when determining damage
* 1/2 (round down) **BAB** to your **Initiative**
* Combat Manoeuvres and unarmed strikes do not provoke attacks of opportunity
* You may choose to Pivot (5-ft step in any direction) instead of doing an AOO
* You may Pivot inbetween attacks during a Full Attack
* When dual-wielding, you may use both weapons as a standard action and in AOO
* **Cantrips** and **Orisons** can be cast **at-will**
* Spell Components under **1g** in price can be ignored
* Crafting magical items does not cost XP
* Casting spells does not cost XP
* **Feat Re-training:** You can spend your downtime re-training any weapons Feats you have (such as Weapon Focus) that no longer apply to you