House Rules
Rule Changes
- Grapple
- Monster higher level than the party can't be critically grabbed (immobilized), they also can't critically grab (immobilize) the party. (You can still immobilize/get immobilized by other means)
- Out of Combat Healing
- Unless I specifically state that you can't restore to max hp after combat, always assume you can just restore to max HP.
- Recovery
- If you are "dead" for more than a full round, you can move your initiative right after the person that healed you.
- Leap
- lowers fall distance by 5ft.
- Hidden(and similar) Conditions
- When targeting a willing ally, you can spend one extra action to forgo rolling a flat chat and hit automatically.
- Fascinated
- Fascinated condition ends if a creature uses a hostile action against you, but not your allies (I might allow allies if they are animal companions/familiars or a person you share a bond with)
- Free Archetype
- Can be taken at level 1 as a bonus feat (still takes a level 2 free archetype slot once leveled up)
- Gradual Attribute Boost
- First boost to a +5 can be taked at level 10 or later; Second boost to a +5 can be taken at level 15 or later; First boost to a +6 can be taken at level 20.
Class Changes
Kineticist
Witch
- Familiar of Ongoing Misery
- When you sustain a hex, the enemy rolls a wisdom save against your spell DC.
- Critical Success The target loses the negative condition that you tried to prolong and is immune against Ongoing Misery for 10 minutes.
- Success Same as critical success but the target is not immune.
- Failure The negative condition prolongs by one round.
- Critical Failure The negative condition prolongs by two rounds.
Banned Shit
Spells
Items
Misc
Hero Points
- Everyone gets 1 hero point every 45 minutes. (starting from session start)
- Hero points no longer reset at start of session, instead they reset to 1 at long rest.
- Spending a hero point allows you to reroll 1d20, if rolled below 11 it gets a +10.
- You can spend 1 hero point to do whatever the heck you want, but I have to allow it (you can try to bribe by using more hero points), but the GM gets 1 villain point as a trade off (example: spellcaster can try to cast any spell from their tradition)
Villain Points
- GM starts with 0 villain points (these reset at start of session)
- GM can use villain points the same way players can use hero points, there is no cap to how many villain points a GM can have
- If the GM uses a villain point to enforce the "whatever" rule, every player gets a hero point
Class Based Hero Actions
- do not generate villain points (doesn't count for multiclass)
- Psychic - You can spend a hero point the same way you would spend a focus point
- Oracle - Use a cursebound action without increasing your cursebound status
- Sorcerer - Use a spellshape as a free action
- Animist - Change your primary apparition for 1 action
- Inventor - Forgo rolling for unstable
- Druid - Automatically be able to communicate with an animal or plant (depending on your empathy)
- Monk - Use flurry of blows without increasing your MAP
Critical & Fumble deck
- Players have access to critical and fumble deck
- GM does not
Adjusted Spellcasting
- Prepared casters can choose a spell slot they still have available and spend an extra action to cast any spell in their spell list/book, this gives the spell a concentrate and manipulate trait and it removes subtle trait
- Spontaneous casters can change a spell in their repertoire with a refocus activity