House Rules

Adventures in the world of Tyrind will be run using the **Pathfinder 1e** rules. Why? Because it's a system I know very well.

However, like all tables and groups, we've developed some house rules over the years. This is our collection of house rules that are observed at our table:

## **What's Allowed?**

Pathfinder offers **a lot** of options, but not everything is right for our table. As a general rule, anything from the Player's Handbook and Advancved Player's Handbook is fair game. Nothing listed here is off-limits, so you don't have to ask. Additionally, all of the Prestige Classes in the Core Rulebook are available.

Listed below are the races and classes that I will allow without question. Note that there are exceptions, which will be mentioned as relevant.

### **Alignment**

Any nonevil. If your concept is rad as shit, I may consider allowing you to play a Lawful Evil character, but generally speaking, try to stick to a nonevil alignment.

### **Races**

* Any race listed on this wiki is just fine! There's a lot of options here so have fun looking around!

### **Classes**

#### *Core Classes*

* Barbarian
	+ Use the *Unchained* variant
* Bard
* Cleric
	+ A list of available gods and domains can be found **here.**
* Druid
* Fighter
* Monk
	+ Use the *Unchained* variant
* Paladin
	+ A list of available gods and domains can be found **here.**
* Ranger
* Rogue
	+ Use the *Unchained* variant
* Sorcerer
	+ A list of accepted Bloodlines can be found **here.**
* Wizard

#### *Base Classes*

* **Alchemist:** The alchemist is the master of alchemy, using extracts to grant him great power, mutagens to enhance his form, and bombs to destroy his enemies.
* **Cavalier:** Mounted upon a mighty steed, the cavalier is a brave warrior, using wit, charm, and strength at arms to rally their companions and achieve their goals.
* **Gunslinger:** A rare warrior who forgoes blades and bows in favor of the mysterious art of black powder.
* **Inquisitor:** Scourge of the unfaithful and hunter of horrors, the inquisitor roots out the enemies of her faith with grim conviction and an array of divine blessings.
	+ A list of available gods and domains can be found **here.**
* **Magus:** The magus blends both the mage’s arts and the warrior’s arms with devastating results, slicing apart foes and blasting them with eldritch flames.
* **Omdura:** Acting as divine warriors, omduras embody the tenets of their gods and serve as divine vessels.
	+ A list of available gods and domains can be found **here.**
* **Oracle:** Drawing upon divine mysteries, the oracle channels divine power through her body and soul, but at a terrible price.
* **Summoner:** Bonded to a mysterious creature called an eidolon, the summoner focuses his power on strengthing that connection and enhancing his strange, otherworldy companion.
	+ Use the *Unchained* variant.
* **Witch:** Lurking on the fringe of civilization, the witch makes a powerful connection with a patron that grants her strange and mysterious powers through a special familiar.
	+ A list of available Witch Patrons can be found **here.**
* **Vigilante:** By day, the vigilante maneuvers through society, dealing with other nobles or inf luential individuals. By night, he dons a disguise and an utterly different set of goals, taking the fight to his foes and solving problems with a blade when words will not suffice.

#### *Alternate Classes*

Alternate classes are standalone classes whose basic ideas are very close to established base classes, yet whose required alterations would be too expansive for an archetype. An alternate class operates exactly as a base class, save that a character who takes a level in an alternate class can never take a level in its associated class – a samurai cannot also be a cavalier, and vice versa.

* **Antipaladin:** Although it is a rare occurrence, paladins do sometimes stray from the path of righteousness.
* **Ninja:** The ninja is an alternate class version of the rogue, one whose mystical powers augment keenly honed reflexes to make the ninja a deadly spy and assassin.
* **Samurai:** The samurai is an alternate class version of the cavalier, a disciplined warrior whose skill is matched only by his impeccable sense of honor and ironhard resolve.

#### *Occult Classes*

Beyond the worship of the divine and the studies of arcane scholars lies the mysterious terrain of the mind, accessed through psychic magic.

Psychic classes aren't really common or even much of a "thing", but I MAY allow one of the following classes to be played as long as we talk about it and you have a good character idea.

* **Kineticist:** With a connection to the elements, a kineticist can bring forth energy in the form of kinetic blasts. Instead of casting psychic spells, the kineticist uses unique psychic spell-like abilities called wild talents to manipulate elemental energy and matter.
* **Medium:** By contacting spirits in places of power, the medium allows the personalities of legendary heroes to overcome his own, vastly changing his abilities and spells. He holds seances to benefit himself and his allies.
* **Mesmerist:** A mesmerist’s piercing stare lets him insinuate himself into other people’s minds. A master of enchantment and illusion, the mesmerist controls and influences the behavior of others.
* **Occultist:** To make use of his powers, an occultist channels psychic energy into a varied collection of antiques and mementos with storied pasts. Every type of implement allows him to use a different school of magic.
* **Psychic:** With her incredibly potent mind, the psychic can cast spells that are more powerful than those of members of any other occult class. She accesses these spells through a specific discipline, and can bend and amplify psychic spells as she casts them.

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Note that you aren't necessarily limited to what's above. That's just what you don't need to ask about before playing. Anything else, whether it's a race, a class, a feat, a spell, whatever--**please clear it with me.** I'm easy-going and I want to work with you. So if you have a weird idea or whatever, just let me know and we can work it out.

Also please keep in mind that I will not permit any race, class, feat, feature, spell, or anything at all that is not in an official Pathfinder 1e book.

## **House Rules**

### **Determining Stats**

Stats are rolled using 4d6. Add up the highest 3, disregard the lowest. So if you roll a 6,4,3 and 1, then your total is 13 (6+4+3, disregard the 1). Roll three sets of six numbers. Then you can choose one of those three sets--any one you want. As an option, you can re-roll one of the numbers from that set. But the catch: you have to keep the new number, even if it's way lower. It's just that easy!

### **Critical Success & Failure**

* A natural 1 is always a critical failure, even on a skill check or saving throw. If you crit fail in combat, you lose your turn and are flat-footed until the beginning of your next round.
* A nat 20 is always a critical success, even on a skill check or saving throw.

### **Falling**

Falling damage is 1d10/10 feet fallen. Depending on how badly you roll your Jump or Tumble checks to reduce damage, you may break something or suffer another condition, such as *Dazed* or *Hindered.* This is to make falling a little more dangerous.

### **Weight & Carrying Capacity**

I don't usually really force players to keep track of weight. I know, but it's not really that important to me. Rule of cool and all that jazz. As long as you use common sense (you probably can't carry a 100-pound golden idol on top of a ton of gear) and you'll usually be fine. Just have a backpack and you're probably good.

### **Magic Stuff**

* Clerics learn spells like a wizard. They must have their Holy Symbol to use their magic without penalty. It's just a flavor preference.
* Druids are spontaneous spellcasters, like sorcerers. It's just a flavor preference.
* Rolling a natural 20 on an attack spell means you can roll 1 extra dice. So, for example, if you crit on a 3rd-level Shocking Grasp spell you deal 3d6 shock damage, +1d6 of shock damage for the crit. This is explained by saying your magic is so potent that it comes out in a powerful flare.
* Rolling a natural 1 against a spell means it automatically takes effect, regardless of your saving throw. It does not have any increased effect; it just automatically works.
* Still Spell, Silent Spell, and Eschew Materials don't require you to prepare spells at a higher spell level slot. You can just use them.
* Don't worry about gathering spell components. You need them, yeah, but I'm just gonna assume you're carrying enough to cast your spells and re-supply when you can. Most materials don't even cost anything so it isn't worth going into how you acquire them. The only exception are any spell component that actually costs 1gp or more. You gotta spend money on those, sorry.

### **Other**

* **Custom Conditions**
* **Regional Traits - Dharrenal**