Collection of house rules and alternative rules I'm going to be using on my next GM adventure.
Tags: Rule, Required
Summary: This defines level 6 as Epic, and stops level progression after this. Progression after level 6 is done through feats.
Note: This also includes a few extra feats that are available after level 6, that can progress classes a little bit further with things like spell-casting etc.
Tags: Rule, Required
Summary: This changes how armors works in the game (but not shields), making characters in heavy armor easier to hit, but harder to damage.
NPC: This will affect npc's normally, note the different handling of Natural Armor.
Tags: Rule, Required
Summary: This system alters how HP works in the game, and split it up into two resources, Vitality and Wounds. First act as a buffer shield, and the second is your actual health.
NPC: Instead of affecting all npc's with character class levels + monsters, this will instead work on a “case by case” basis. Basically GM uses this on any named or unique character he thinks this should work on.
NB: Goodberry, Heal skill, Magical Healing
Tags: Rule, Required
Summary: This changes how spell-casters (of all types) use their spells, giving them a Mana equalent resource called Spell-Points to cast their spells.
NPC: works as normal with all spellcasters.
Tags: Optional
Summary: Because I will be adding more allowed feats, and removing feats that serves no purpose, and other clutter, I'm making a own Feat-List for reference, with book/page reference where I have it, and links where I can find. This is both to increase variety of builds, and because the Epic6 rules needs a larger amount of feats to begin with. I will also remove anything I dislike.
With the added number of feats in PathFinder Core, and the Advanced Players guide, as well as some UA feats we got enough to go with for now.
Tags: Rule, Required
Summary: This system will change the Saving Throws into static defenses, and change the DC's into attack rolls done against these defenses.
Reason: Allows GM to roll traps and spells against the players without them knowing (“Take a reflex save”, “Why?”). Also allows most casters to actually roll their D20 to “attack” enemies saves, making it more coherent with other types of attacks.
List of valid sources is still under consideration, I might just decide to only pick feats I want from books and leave the rest.
Books allowed:
Definition Core Pathfinder:
Definition Core D20:
Definition Core+: