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

## CLASSES

### 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.

### 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

### 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.

### 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.

## SKILLS

### New Skill: Endurance

#### 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.

### New Skill: Athletics

#### 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 ADDITIONS

### ~~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~~

## OTHER CHANGES

### **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.

### Prestige Classes

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