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PATHFINDER 2E HOUSE RULES

ALLOWED ANCESTRIES EXPERT ASSURANCE

 Human, Dwarf, Elf, Halfling, Kitsune, Leshy, and Tengu are When you become an expert in a skill, you can forgo rolling a
Common. skill check for that skill to instead receive a result of 10 + your
 Goblin, Grippli, and Orc are Uncommon. proficiency bonus (do not apply any other bonuses, penalties,
 Azarketi, Iruxi (lizardfolk), and Kholo (gnoll) are Rare or modifiers).

BANNED CLASSES & ARCHETYPES DEVESTATING ATTACKS (GMG)

Classes Gunslinger, Inventor At 4th level, your weapon and unarmed Strikes deal two
damage dice instead of one. This increases to three at 12th
Archetypes Artillerist, Bullet Dancer, Cathartic Magic, level and to four at 19th level. This replaces the Striking
Demolitionist, Fireworks Technician, Ghost, Ghoul, Gunslinger, fundamental runes.
Inventor, Lich, Mummy, Oozemorph, Pistol Phenom, Psychic
Duelist, Sniping Duo, Spellshot, Sterling Dynamo, Soulforger, SAVING THROW POTENCY (GMG)
Unexpected Sharpshooter?, Vampire, Vehicle Mechanic,
Zombie At 8th level, you gain a +1 potency bonus to saves, increasing to
+2 at level 14 and +3 at level 20. This replaces the Resiliency
SIMPLIFIED ANCESTRIES (GMG) fundamental runes.

Characters never gain ancestry feats beyond 1st level. ALIGNMENT & ALIGNMENT DAMAGE (GMG)

ANCESTRAL WEAPON FAMILIARITY FEATS There are two types of alignment damage: radiant and
entropic. Any spell, item, etc that deals good or lawful damage
If you choose the Weapon Familiarity ancestry feat, the effects
instead deals radiant. Any spell, item, etc that deals evil or
of the 13th level weapon feat are included in the 1st level feat.
chaotic damage instead deals entropic.
Additionally, when you reach 5th level, you gain the effects of
the 5th level weapon feat. Creatures that are Lawful Neutral, Lawful Good, Neutral Good,
or Chaotic Good are unaffected by radiant damage and
BANNED FEATS creatures that are Lawful Evil, Neutral Evil, Chaotic Evil, or
Chaotic Neutral are unaffected by entropic damage.
Any skill feat that requires Legendary proficiency and any
Pervasive Magic feats. You also ignore the legendary effects of Only Aberrations, Astrals, Celestials, Elementals, Ethereals, Fey,
non-legendary skill feats Fiends, Monitors, and Undead have alignments. Anyone that
doesn’t have an alignment is affected by both alignment
FREE ARCHETYPE FEATS damage types.
Every odd level, starting at 3rd, you get a feat you can use for
ALIGNMENT RUNES
archetype feats.
The Good and Evil property runes become the Radiant and
PROFICIENCY BONUS Entropic runes respectively and their critical effects can be
triggered once a day as a Free Action instead of a Reaction.
Your proficiency bonus for being Untrained is your level minus
2. All other proficiencies remain the same. You must be a Cleric or Champion of a god who’s alignment
matches the rune (see above) to be able to create the rune or
Feats that say you add your level to your untrained skills
use a weapon with the rune without suffering the negative side
instead removes the minus 2 penalty for being untrained.
effects of the rune.

ITEM DCS
FALLING
If an item has an effect that has a static save DC, you can use
Double falling damage.
your class DC instead if it is higher.
STAMINA (GMG) If you have the Ride general feat, any willing mount you are
riding that is not your minion benefits from your skill and
Stamina Points are reduced by damage just like Hit Points, but protection. The mount’s saving throws are equal to the rider’s
a character always loses their Stamina Points first, and loses Hit minus 2 (assuming this is higher than the mount’s saving throw)
Points only if they’re out of Stamina Points. However, they lose and the mount gains a pool of Stamina Points equal to half the
any temporary Hit Points first. rider’s Stamina Points if the rider is a higher level than the
mount.
Magical healing restores Hit Points and any extra is halved and
then regained as Stamina Points. The actions described below
INITIATIVE
restore only Stamina Points. A character regains all their
Stamina Points after a full night’s rest. When initiative is rolled, each group involved (usually two) rolls
a d10. The highest roll goes first. If there is a tie, the tie goes to
Hit Points still determine whether a character remains the NPCs. If the initiative is between two PCs, the tie goes to
conscious—a character at 0 HP is unconscious, no matter how the instigator.
many Stamina Points they have.
TOOLS & KITS
In addition to their ancestry Hit Points, a PC gains the number
of Stamina Points and Hit Points indicated in the second and Disguise Kits, Writing Sets & Healer’s Tools have ten uses
third columns of the table below at 1st level and each level before they need to be replaced.
after first.
SHIELDS
Normal Class HP Class Stamina Class HP
Shields gain the Shove trait.
6 + Con mod 3 + Con mod 3
8 + Con mod 4 + Con mod 4 SHIELD BLOCK
10 + Con mod 5 + Con mod 5
All shields can take a certain number of Dents with no
12 + Con mod 6 + Con mod 6 repercussions.

 Bucklers can take one Dent


MASSIVE DAMAGE
 Shields can take two Dents
When you take damage equal to twice your maximum Hit  Tower shields can take three Dents
Points and it brings you to zero Hit Points, you die immediately.
An additional Dent beyond that number requires you to make a
DC 10 flat check. A success means the shield is broken while a
RESOLVE POINTS
failure results in the shield being destroyed.
Each PC also has a pool of Resolve Points, representing their
intrinsic grit and luck. A character’s maximum Resolve Points is Adamantine, Arrow-Catching, and Reforging Shields add one
equal to their key ability modifier, and a character regains all extra Dent to the shields normal amount. Sturdy Shields add
their Resolve Points with a full night’s rest. two extra Dents to a shield.

REPAIRING SHIELDS
STEEL YOUR RESOLVE
When you take the Repair action on a shield, you can repair
As an action, you can spend 1 Resolve Point to regain Stamina
one Dent if you are trained, two if expert, three if Master, and
Points equal to half your maximum.
four if Legendary in Crafting. A critical success repairs one
additional Dent while a Critical Failure results in causing a Dent
TAKE A BREATHER (this will destroy a shield that is already broken).
You rest for 10 minutes, spend 1 Resolve Point, and recover all
your Stamina. HIGHER QUALITY WEAPONS & ARMOR (GMG)

Smiths can craft higher quality weapons and armor if they have
MOUNTS
the right level of proficiency in the Craft skill (equal to the item
quality on the tables below) and be of the requisite level
Weapon Item Property Item
Quality Bonus Rune Slots Level Price
Expert +1 1 2 35 gp
Master +2 2 10 935 gp
Legendary +3 3 16 8,935 gp

Armor Item Property Item


Quality Bonus Rune Slots Level Price
Expert +1 1 5 160 gp
Master +2 2 11 1,060 gp
Legendary +3 3 18 20,560 gp

Higher quality equipment also increases the durability of items


(not cumulative).

 Expert Quality increases the HP of the item by half.


 Master quality doubles the HP of the item.
 Legendary quality doubles the HP of the item and
increases the hardness by 1.
ABSTRACT WEALTH 7-14 Master

Instead of coinage, you have a Wealth proficiency. At character 15+ Legendary


creation, you can start with pretty much any common,
mundane gear (within reason) as well as paying for bottom of If the item’s proficiency level is lower than your current Wealth
the barrel room and board. level, you can just buy it (assuming it’s available). If it’s equal to
your Wealth level, you have to make a Wealth check (Wealth
STANDARD WEALTH LEVEL (YOUR “SALARY”)
proficiency plus your Charisma modifier) with a DC equal to the
Every character has a standard wealth level. This is the average standard DC based on the item’s level.
wealth level of your character keeps without working too hard,
 Critical Success: You lower your Wealth level by one
either from picking up random bits of loot to sell or pursuing a
step, but you gain a +1 Item bonus to your next
profession in your downtime. This starts at Untrained.
purchase.
 Success: You lower your Wealth level by one step.
RAISING YOUR STANDARD WEALTH LEVEL
 Failure: You can buy it, but you have to lower your
There are a few ways you can change your standard wealth Wealth level by two steps.
level. The “easiest” way is that when you become a Master in  Critical Failure: You cannot buy the item this week.
your primary professional skill your standard wealth level
increases to Trained.

The other ways to increase your standard wealth level is to If it’s higher than your Wealth level, you must make a Wealth
invest in the world. If you own a business or become a tax check with a DC equal to the item’s level.
collecting noble your standard wealth level increases by one (or
A success lower’s your Wealth level by one, a failure lowers it
more) steps.
by two, and a critical failure means you cannot buy it that
week. If a Wealth check would lower your Wealth level below
GAINING TEMPORARY WEALTH
Untrained, it count’s as a critical failure instead.
You can temporarily gain Wealth levels by getting rewards, Note, if you buy enough items at once, the GM may treat the
either from being paid a big reward or finding a pile of treasure. entire purchase as a proficiency level (or more) higher than the
The GM will tell you when a reward or treasure pile is worth items are individually.
raising your Wealth level.
ITEM AVAILABILITY
Petty cash and minor rewards/treasure aren’t worth raising
your Wealth level, but could give you an item bonus on any Every settlement will have a level, items up to the settlements
Wealth check you may need to make. Once you use this item level will be available in reasonable quantities. Items up to 50%
bonus, you lose it. higher than the settlement’s level require a DC 11 check to see
if 1d6 of them are available (consumables are 1d6 batches of
PURCHASING ITEMS 4), while items up to double the settlement’s level require a DC
15 check to see if there is one available (or a single batch of 4
When you want to purchase something, you need to look at consumables). These checks cannot be done more than once a
the level of the item you want and use the table to determine month.
the item’s “proficiency level”.
UNCOMMON AND RARE ITEMS
Consumables count as one proficiency class lower than their
level would indicate and you can buy them in batches of up to Uncommon items require a DC 15 flat check to see if they can
4. be found and rare items require a DC 18 flat check. Both of
these checks require 4 hours of time.
Item Level Item Proficiency Level
This check is reduced (DC 15 becomes DC 11 and DC 18
0 Untrained
becomes DC 15) if the settlement’s level is twice the item’s
1-2 Trained level that you are looking for.
3-6 Expert
Alternatively, if the uncommon item is a higher level than the
settlement’s level, you increase the DC by 5. You cannot find
rare items that are a higher level than the settlement’s level.

The Wealth check DC to purchase these items is increased by 2


for uncommon items and by 5 for rare items.

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