House Rules


Commonplace Firearms

While still expensive and tricky to wield, early firearms are readily available. Instead of requiring the Exotic Weapon Proficiency feat, all firearms are martial weapons. Early firearms and their ammunition cost 25% of the amounts listed in the books. Advanced firearms and their ammunition are unavailable.


The number of known languages a character may posses is equal to their base INT modifier. This limit does not count Common or Racial Bonus Languages. This DOES include Druidic.
An Alchemist, Wizard, Witch, or Sorcerer may always select Draconic as a language, provided they have not reached their limit.

A Cleric, Inquisitor, Oracle, or Paladin may always select Celestial (if of Good or Neutral Alignment) or Infernal (if of Evil or Neutral alignment). If of Neutral alignment the Character must take Celestial if they Channel Positive Energy and must take Infernal if they Channel Negative Energy. A Character that does not Channel Energy may choose freely.

Character Generation and General Rules

Ability Scores

Characters use the Elite Array to assign Ability Scores. The Elite Array is a set group of six numbers, these numbers are assigned to any Ability that the Player chooses. The Elite Array is: 15, 14, 13, 12, 10, 8.

Hit Points

When rolling for Hit Points all Characters reroll any 1s that they may roll whenever they acquire more Hit Points.

Exploding Critical Hits

Whenever an attack roll results in a Natural Twenty there is the possibility that the Attack could be an Exploding Critical Hit. Roll again to Confirm as normal. If the Confirmation roll is also a Natural Twenty then the attack has Exploded. This increases the Critical Multiplier by 1. When this happens roll another Confirmation roll, if this also results in a Natural Twenty then it has Exploded again and the Critical Multiplier increases by 1 again. This repeats until the Confirmation roll does not result in a Natural Twenty. Once the attack has stopped Exploding roll the damage with the new Critical Multiplier.

Magic Enhancement & Overcoming DR

This game does not use the Enhancement Bonus equivalency rule for bypassing DR. DR is only bypassed by the appropriate material, alignment, weapon damage type, or any other manner specified by the DR in question.

Monk of Balance

A Monk may choose to be True Neutral rather than requiring a Lawful alignment. This is called the Path of Balance and it requires that the Monk dedicate themselves to bringing balance to their lives and the world around them. If a Monk of Balance alignment ever shifts away from True Neutral they lose their Monk abilities the same as if a normal ceases to be Lawful.


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