Homebrews

Oustomia is home to a number of homebrews; some are large, some are small! The large ones will be directly linked to their page, whilst the small ones will simply be listed down below with their own section and a brief explanation. In addition, please look at the **Banned Content** list! Thanks!

## Generic Homebrew

* **Roleplay Points** is a system developed for Oustomia with the intention of encouraging roleplay; GMs award RP Points for good roleplay, and you can spend those points on various 'extras' for existing or new characters!
* **Downtime System -** We use the Downtime rules system made by Paizo! We also have an approved **Downtime Spreadsheet** we use! You only receive downtime days whenever days tick in the in-game announcements channel on Discord, and cannot benefit from additional days unless otherwise stated. This also goes for traversing to other Planes. Please note that Downtime XP is capped at level 15; you cannot use it when you achieve level 15. **Minor Homebrew for Downtime: Typically, Downtime Buildings have an enormous build time - in Oustomia, we've decided to reduce this a bit. When you're calculating the time, take the longest time in building a room and double the time on that room; this gives you the total time. For example, if a building has four rooms, and the lengthiest one takes 20 days, your total build time would be 40 days. This will be in playtesting for now.**
* **Final Note on Downtime: You may only make up to 8,000 GP a month from downtime buildings.**
* **Hero Points**: Every character starts off with 1 Hero Point and you gain 1 more each level up to a maximum of 3. If you have a feat that allows it, you may go up to 5 or gain up to 2 per level.
* **Poisons**: Custom poisons will follow the rules seen here. There is a table that depicts the rules as well as examples at the very bottom.
* **Weapon Enhancements & Damage Reduction -** As time goes on, players traditionally get better enhancement bonuses and are able to bypass damage reduction, even if they don't have the 'required' item material. This is gone; you will need the item material to bypass certain monster's damage reduction. This is done purely for the sake of roleplay, to encourage realism and adventure!
* **Training Skills -** Players may learn new skills by spending time to train them; your character may spend an IC Week, devoting all the time to studying, to learn a skill. They start with 0 ranks in that skill and it becomes a class skill, but may take ranks in it later. The character will be locked until they are done studying.
* **Stamina Rules** are in use and allowed.
* We use the **Fame Rules** actively. **However,** players are completely expected to calculate their own fame - we operate on an honor system. We do **NOT** use Prestige Points at this time. **Furthermore,** you do not gain fame for rolling past 30 on something.
* **Settlement Rules -** Settlements are allowed to choose qualities based upon their size; base limit and purchase limit do not apply. In addition, spellcasting cannot go above 8th level. This also effects the amount of crafting items that can be found within the city without going to a PC - if an item requires a 7th level spell, but your Kingdom can only do up to 6th level spells, that city cannot have that item. **Do note 'Economy' is renamed to Productivity within your Kingdom Sheet for Settlement Qualities.** Please note that cities require double their minimum population to reach the next stage; for example, a small city must have 10,000 people, or a metropolis needs to have 50,000.

## Character-Related Homebrews

* **Downtime Experience** can be gained once per OOC day.

You cannot apply downtime XP if your character has not been in a session.

You cannot apply downtime XP to more than one character.

You can only apply downtime XP once per OOC day.

You can only apply downtime XP up until level 15.

You cannot apply downtime XP retroactively.

* **Warforged -** The race from Eberron! Ported to Pathfinder and our world!
* **Guns(All Firearms)** all go against normal AC like a typical ranged weapon, unless you have an ability (such as when a Gunslinger spends grit) that says otherwise.
* **Mythic Tiers** are normally achieved through a set number of trials for each tier, which is usually low - 1 trial for level 2, 2 trials for 3, 2 more for 4, etc. Here, the trials required for each Tier are equal to the Tier level. Two trials for Tier 2, Three for Tier 3, etc. This is to make Mythic Tiers that much more rare and more valuable to players!
* **Leadership** is a powerful feat that can have significant impact on a character with regards to both rollplay and roleplay. Because of this and of the fact the cohort must be seriously enamored with you in order to follow you or have significant, justifiable reason to do so, this feat will have the extra requirement of 25 fame. **Vile Leadership's bonus of 'Punishes Minions to set an example', can only have a maximum bonus of +3.** Lastly, no leadership perks can be had without the Leadership feat. **The perks that change your Leadership stat** can also be used to change your Kingdom stat to something more focused upon your main stat, however, it is given an effective -2 to represent the fact that you are using an unusual stat - a Kingdom Ruler can be wise, strong, or intelligent, but it'll never be as good as a charismatic ruler, after all!
* **Cohorts** will also function differently. If you choose to attract a cohort, that cohort will function as a PC that starts at level one and will count as 0.5 towards your maximum character slots (2 Cohorts count as 1 PC slot). Furthermore, it will have a maximum level of two below the character it follows, unless you have traits improving this. In addition to this, cohorts/followers cannot attain other followers/cohorts. They may freely take the Leadership feat (such as for the purposes of Kingdom building), but you will not gain additional followers. **Finally, due to the amount of cohorts you can have, they can only learn a maximum of one crafting feat, and can only work 8 hours per IC Week.**
* In addition to the above ruling, due to having so many cohorts, and effectively having them act as .5 of a player, you may apply downtime once per IC week to a cohort; whether it be experience or downtime crafting. Furthermore, once they achieve level 5, a player character may apply up to 25% of experience gained from sessions to a Cohort. Lastly, cohorts may benefit from RP; although you must apply for the template as usual, and must have a good reason for the cohort having the Template. However, you may apply RP such as levels to them as long as you pay the cost, as usual.. **As a note, downtime experience may only be applied to one cohort at a time per IC week.**
* **Aid Another** does not stack. It was never intended to stack. Paizo has changed this in Starfinder, but it is not present in Pathfinder. We have it as a Homebrew rule.
* **Druid's Wildshape** feels a little underpowered, once you get into the higher levels. They don't get Beastshape 4, they can't shift into Magical Beasts.. So, at **8th Level** druids may shift into Magical Beasts, as long as the magical beast's entry does not have more HD than the druid. A good example is the Demammoth which has 29 HD. Therefore, you'd need to be level 29 to become one. **In addition** to Magical Beasts, at **12th Level** druids use 'Beast Shape 4' instead of 3!
* **Druid Shapes** are typically just there; you can shapeshift into virtually anything. But now, a new rule. To combat the newest rule of magical beasts, you will have a limited amount of 'Shapes'. **At every level you gain a use of Wild Shape** you may learn another shape. Typically, you learn these shapes by reading about them in books. You may learn any shape you wish. **However, if you wish to learn a shape without leveling, you must observe a creature for up to an hour to learn how they move, act, fight, etc. This time may be done in downtime. But if you're in a Tropical Area and wanted to observe a Dire Wolf, you must visit a cold area, or temperate forests(as that is the climate of a dire wolf!), which may potentially take longer. This applies to all shapes, including plant, magical beast, animal, elemental, etc!**
* **Guns(Tech-Firearms):** You cannot take a swift action while doing a Full Round Action using a gun. An exception to this rule is if you have the **Beneficial Bandolier** which allows you to teleport a single round into your gun.
* **Druids & Tech** - If a Druid uses any type of technology it will count as "prohibited," thus changing the Pathfinder Druid rule to the following: "A druid who wears prohibited armor, uses a prohibited shield, or uses technology is unable to cast druid spells or use any of her supernatural or spell-like class abilities while doing so and for 24 hours thereafter."
* **Living Steel & Druids -** Druids may, however, use Living Steel just fine, as it is considered to be part of nature.
* **Tieflings and Aasimars** now require a level 1 feat (Fiendish Heritage) to be taken before picking from the Variant Ability table, though still requires to consult with a GM about what you wish to take. While the name is Fiendish Heritage, Aasimars would still take the feat and rename it to *Celestial Heritage* to gain access to the Variant Ability table. **Any choice that would add a bonus to a stat simply replaces an existing racial bonus instead.**
* **Swift Alchemy,** the Alchemist & Investigator ability, reduces the minimum craft time to 1 hour instead of 2 hours.
* **Undead Master** now increases a Caster's Caster level for the purposes of controlling Undead by 4. This means if you are a 4th level Spellcaster, you may control more Undead, in addition to being able to animate more at once.
* **Paladins** may select any good deity as their patron, so long as it makes sense for the character.
* **Monkey Lunge** has been changed to a Swift Action instead of a Standard.
* **Fighters** gain 4+Int Skill Points per level. If a Fighter is a Lore Warden, they gain 6 instead due to their ability.
* **Stat to Bonuses -** Stats that can be applied to saves via class features, such as Charisma to Saves for Paladin or Antipaladin, can now only be applied to a maximum of your levels in that class. Due to the free access to items that grant stat bonuses, and access to templates, it becomes incredibly easy to boost saves, AC, even attack in some cases. This applies to things such as stats to AC, saves, and even attack. **Note: If your level in that class is = to your HD this bonus applies fully (but is capped at 20)**
* **Monstrous Cohorts -** Monstrous Cohorts now count as their HD for their level, for the purposes of calculating XP.
* **Corruptions -** You do not turn into an NPC at Stage 3 of a corruption. However, you must apply for one.
* **Mythic Vital Strike -** Mythic Vital Strike, Improved Mythic Vital Strike, And Greater Mythic Vital Strike all require 1 mythic point to use, per vital strike. This mythic point is spent on use of the ability and is not an action to spend.
* **Undead Characters** - Undead characters are not allowed to be the Kineticist Class, nor any of it's archetypes.

## Skill-Based Homebrews

* Background Occupations are good for making new characters! If you've already made your character and haven't taken one of these, you can go ahead and grab one, if you'd like!
* Background Skills allow you to save your skill points for more adventure focused skills while still adding points to other skills that seem less useful in adventures, but important to your character or for other reasons.
* **Perception** is a class skill for all characters by default. Let's be honest, knowing how to look and hear stuff happening isn't exactly special. It's an automatic class skill for all.
* **Typically, Linguistics** allows you to learn a new language each time you take a rank in the skill - here, not so much. To learn a new language via the Linguistics skill requires two ranks each language. This is to make having a ton of languages be an actual accomplishment! You may also learn Deadlanguages with **four** skill ranks. Refer to our **Languages** page for more information.
* **Crafting per Week -** Mundane crafters now craft at a rate of 100xRanks in Craft Skill(IE: A level 3 with 3 ranks in Craft (Memes) can do 300 a day!) gold pieces a day. Otherwise it would take several weeks to make things such as swords. **Do note, this does not apply to technological or magical items. Tech and Magic items are not mundane. Also note, you must still spend a minimum of 2 hours on an item, even if you can craft more than it's cost! Furhter note: This is market price.**
* **Selling Crafted Items -** PlayerCharacters may freely sell items for up to 60% of their market price*(or 70% if you have the Merchant trait. Do note, this 60% to 70% also applies to other items)* that they craft. However, you are limited to 2000 gp a week in this way. in addition to the former, players may sell crafting items*(Magic, Technological, magic-based alchemy, etc)* of their choice that they have spent the time on once per month, up to a combined maximum of 8,000 GP a month.*(IE: You crafted an item that has a market value of 1000 GP; it sells for 600. Then tomorrow you do the same, etc.)*
* **Craft (Technological Device)** - Craft (Technological Device) can be used to restore HP to constructs, mechanical creatures, objects or otherwise similar individuals. You may roll, using your modifiers as normal, and provide HP equal to the result rolled. This is similar to Treating Deadly Wounds using a Heal check, and therefore, takes 1 hour of work.
* **Fly -** If you're struck in melee while flying, you must make a DC 10+The enemy's strength modifier Fly Check inorder to not drop. You drop an amount of feet equal to your flying speed, and may take falling damage.
* **Craft Rushing:** You may not stack crafting multipliers in order to amplify them. For example, if you have a Valet Familiar and decide to Rush Crafting, you do not make 4000 gp progress per day. Instead, each multiplier is applied to the base maximum of 1000 gp progress per day and added to the total. Thus, any ability which doubles crafting progress instead adds 1000 gp progress per day, and any ability which gives a percentage multiplier adds a fraction of 1000 gp per day.

## Magic-Based Homebrews

* **0 Level Spells -** Anyone who takes at least one level in a class which has access to 9th-level spells (such as Wizard or Cleric), gains access to a new 0-level spell. Arcane casters gain a cantrip which deals 1d6+1 per caster level elemental damage on a successful ranged touch attack. The element is chosen when you first take a level in this class, and cannot be changed later. Divine casters gain an orison which deals 1d8 fire damage on a ranged touch attack. Both spells have a range of 30 ft + 5 per caster level, and are subject to spell resistance. **You may only select Acid, Electricity, Fire or Cold** as a valid type of energy for this cantrip, if you are Arcane. However, as an added bonus, divine casters get an additional orision that deals 1d6+1 per caster level positive or negative energy damage, based upon their Channel Energy. If you do not have channel energy, you do not have access to this cantrip. This functions exactly as the normal Arcane caster cantrip, and as channel energy, but cannot be improved by any channel energy feats. It cannot be used to heal.

* **Spell Components** are largely ignored by most players and GMs. I do this as well. For the most part - spell components are ignored. Spell components are **required** ifthey are for **7th, 8th, or 9th level spells** OR the component **costs more than 900 gold pieces.** Yes, this effectively makes Eschew Materials useless; characters that gain Eschew Materials may instead have a Bonus Feat. **Please note that this does not apply to Animate Dead and other raising dead / creating undead features.**
* **Staves Recharge -** Staves typically require a caster to imbue them with energy to recharge them; this is no longer the case. Staves recharge at a rate of 1 charge per day.
* **Hiring Casters** - The costs of hiring casters for spellcasting has been raised to appropriate levels. The formula has been changed to the Cost = 10 x (Caster Level) \* (Spell Level)^2
* **Reliable Enchantment -** The Reliable enchantment can be used on all technology, however, if you attempt to upgrade a Technological Device while an Enchantment is in place, the Enchantment is lost and must be re-applied.
* **Magic Item Crafting** - All magic item craft checks must be approved by a GM. Otherwise, if deemed done incorrectly after you've made it, you regain nothing and lose what you spent. Custom Magic Items must also be signed off on in #approval-discussion by at least 2 GMs, including 1 Senior GM.
* **Caster Level & Magic Items -** In order to to create a magic item, you must be of equal or higher caster level to the spell required. While you do not need the spell in question, you must still be powerful enough for it, and the spell must be on your spell list. Furthermore, you may not increase the caster level of an item past your caster level. If you have Master Craftsman as a feat, you must have ranks equal to the caster level needed for that item. If an item requires a certain level(such as the Golembane Scarab, which requires the creator to be 10th level), then it cannot be ignored by increasing the DC. **Users of the Master Craftsman Feat must select a spell list to have the 'spells' of when relating to magic crafting.**
* **Scrolls from NPCs -** You cannot buy scrolls of 9th level from NPCs. You must buy it from PCs, unless a GM otherwise gives you permission - examples of reasonable permission would be if a GM has an NPC that your character may know. - GMs, please consult other GMs before allowing this.
* **Lyre of Building -** After each check, the DC goes up by +4.
* **Forge Rings -** Forge Rings is no longer a feat. It is now merged with Craft Wondrous Items.
* **Scrolls/Potions -** You may make up to 4 scrolls or potions per day.
* **Celestial Healing -** Celestial Healing now does the same thing as **Infernal Healing**, instead of being a subpar version of it.
* **Downtime Magic Capital** - Magic Capital cannot be used to craft magic items, or use as part of a spell component.
* **Ritual Spell Failure -** Failing any skill check in a ritual spell results in failure of the ritual spell.
* **Karma Prayer Beads -** By RAW, as long as you use 1 divine spell with these, you can get a +4 boost to your CL for 10 minutes. By RAI, it seems pretty clear these are intended to be used with divine spells only. So we've gone ahead and made this clear. They can only boost spells that are on a Divine spell list.
* **Necrocrafts -** Necrocrafts cost 1000 GP per HD instead of 100.
* **Familiars -** The basic familiars typically give a bonus of some sort; some give bonuses to a skill, others give it to initiative or something else. With this rule, you may select **any** existing familiar's bonus, as well as any familiar on the list of familiars - more variety instead of having everyone select one kind. Please note this **does not** apply to Improved Familiars.
* **Wish & Miracle -** Wish and Miracle now have an XP cost of 10,000 in order to cast it.
* **Reveal Weakness -** Reveal weakness is now based off character level rather then caster level, and it carries with it a will save to halve the debuff.
* **Mythic Spellcasting -** The Mythic Spellcasting Path Ability may now be taken, and individuals can learn **Epic Spell Seeds**, and develop **Epic Spells** using them. These spells must be applied for. Epic Spells are a one time use and will require redeveloping them to use them again; the redevelopment cost is the same as the development cost.
* **Rod of Ascendant Spell -** This is technically a custom magic item, so we've decided to price it ourselves for consistency.

 Ascendant Spell Metamagic Rod
 Greater Ascendant Spell Metamagic Rod

## System Homebrews

* **New Kingdom Building Rules -** Kingdom Building is already a vast and interesting system. In this article, you will find some minor alterations and homebrews, and below that, you'll find much bigger homebrews, additions and changes.
* **Components -** These are some rewards to give out to players looking to find natural resources out in the wilderness while exploring. Also, components can not be bought by NPCs, they must be gathered.
* **Design Points -** We allow players to design their own weapons, and approved by a GM. The max DP you can use is 9.

## Crafting Homebrews

* One-handed weaponry now count as light weaponry when made out of Mithral.
* Items larger than 'Medium' size cost more when made out of special materials. The cost is multiplied for the materials as well. Large is x2 from Medium, Huge is x4, Gargantuan is x8, and Colossal is x16.

**Crafting Materials**

If you wish to buy or craft with materials, but wish to 'calculate' it yourself, by all means. Below is a table that will allow you to realize know how much you need, but for the record, we use a simple system where 1 material=1 item of lower class. To calculate how much gold it would cost, assume one material is a base of 10 gold, then multiply it by the multiplier of the material. This is all assuming that 1 material=1 pound. If it has a listed price for one pound, use that instead.(Blood Crystal costs 500 GP per pound, for example.) ALL materials have their cost modifier found within the special materials section.

As a note, the amount of materials needed doubles per size increase; a large greatsword would cost 6 materials, a huge greatsword would cost 9, gargantuan 12.

 Medium Armor
 Heavy Armor
 Light Weapon
 One-Handed Weapon
 Two-Handed Weapon

### Dragon Armor

Dragons can get special armor made for them, but dragons cannot don it themselves - so typically this is restricted to dragons with servants or helpers in some way. Dragon Armor takes time(listed below) to don. One thing you will have to remember, is that dragon armor costs raise **per size category, with Medium being the 'base cost'.** This means Gargantuan Light Armor would, instead of 2000, cost, 6000 GP. Weight also increases, meaning Light Dragon armor would weigh 375 pounds if Gargantuan.

Dragon Armor varies greatly, depending upon the dragon, but it is meant to be put on in pieces. It is typically uncomfortable for dragons due to their scales, but the way it is made allows it to 'stack' with their naturally strong hides, and protects their vulnerable underbellies. The downside is, much of it makes it harder for them to fly, and weighs quite a significant amount.

¹ Speed decreases the heavier the armor; due to the varied speed of dragons, this decreases by a flat percentile. 100 Flight Speed would become 75, with 75% movement speed, etc etc.

² Aerial Combat Armor is a specialized dragon armor, initially designed by the Lord Malik-Alhawa for his Air Dragon. It gives a +6 to Fly checks made by the dragon, and allows the dragon to make any kind of turns without suffering subtractions to his fly checks.

## Third-Party Homebrews

* Small **Zaydos' True Dragons** is an **awesome** homebrew for a bunch of different kinds of dragons! We utilize most of these!
* **Nightblade -** The Nightblade is an approved 3rd party class.
* **Spell-less Ranger -** The Spell-less Ranger is an approved 3rd party class.
* **Spheres of Might** **-** Spheres of Might is allowed with the following restrictions; talents the classes, and archetypes are allowed. Legendary talents, spheres of might feats, and the use of spheres of might content with any sort of class that has spellcasting (Anything that gets you talent while having spellcasting, such as wizard gestalted with conscript or an inquisitor with a spheres of might archetype etc...) all require applications. **Scholar(SoM), Technician(SoM) and Armorist(SoP) are currently banned from play.**
* **Spheres of Power -** Spheres of Power is currently allowed, with the following restrictions; You cannot gestalt it with any Spheres of Might class, nor can you gestalt it with any other spellcasting class, to avoid complications. Advanced Talents and Feats required an Application, similar to Spheres of Might.
* **Death Mage -** The Death Mage is an approved 3rd party class. Due note, if you take the Corpse mage route, it does not allow you to apply the bloody/burning or fast/plague zombie templates to all your cohorts, only one. The others will be normal Skeletons.
* **Stalker -** This, Warder and the Warlord are approved 3rd party classes but **without maneuvers. These classes are very, very strong and unique without maneuvers, whilst maneuvers serve to make them incredibly broken.** Do note that if you play these classes, should the GM Team decide to remove it, your character will need to be reworked. You may play an archetype if you ask the GM Team.
* **Warder -** Without maneuvers.
* **Warlord -** Without maneuvers.
* **Mystic -** Without maneuvers.
* **Harbringer -** Without maneuvers.
* **Zealot -** Without maneuvers.
* **Path of War Feats - You must apply for all Path of War feats/abilities that are not in the classes listed above.**
* **Ironborn Race (PLAYTESTING PHASE) -** Available for 50 RP(100 RP if you want to be Large or Small). **Homebrew Changes To This Race:** Iron Heart's Ability 'Machine Mind' does not grant immunity to all mind-affecting effects, and simply grants a +4 Racial Bonus to resisting them. - The Legacy Build requires the Nobility Roleplay Points option. **Do note that Ironborn cannot be crafted by Players at this present time. You can read more about Ironborn in our world here.**
* **Archetype Packages -** The Archetype packages found within the link are available for play - do not confuse this for the classes themselves. Look at their names, and compare to the following list: **Grenadier, Mad Chymist, Berserker, Performer, Spellsinger, Knight, Horseman, Domain Servant, Beastlord, Battle Master, Executioner, Ki Master, Mystic, Avenger, Divine Guardian, Scout, Woodland Spellcaster, Sneak, Heritage, Augmenter, Hexen, Arcane Master, Dragon Kith** - If you see something within that page that is NOT on the list, it is not available for play. - Warning! Play at your own risk; should the GM Team decide to remove it, your character will need to be reworked! **Do note that you can only have one Archetype package at a time**
* **Dragonrider -** In conjunction with the Zaydos' True Dragons, we allow Dragonrider as a class. Of course, it comes as a price, found on the **Roleplay Points** page near the bottom!
* **Ultimate Charisma -** Ultimate Charisma is a unique book with a number of interesting options for Kingdom, and Leadership based characters! However, do note, we only use the Leadership additions, and Leadership Perks found within - none of the other content! **Download Link found here! If it asks for a decryption key, use this;** !RncdOxm-L5e8RdisMDb-GNZtyl\_T9E\_\_3tqMuxgVSpI - **Loner Perks, and One Man Army are banned.**