House Rules

The following rules fall outside of the Pathfinder rules, and are implemented to improve gameplay.


  • A roll is considered a success if it meets the DC, i.e. a roll of 18 succeeds against a DC18.
  • Leveling will occur at points of progression in the campaign, rather than by XP earned.
  • Rule of Cool – if you can describe an action in a way that makes it more inherently awesome, you may receive a bonus to your roll. This is the difference between simply rolling to strike a dragon, and giving an in-depth description of you nimbly run up the length of its tail, jump, and dig your daggers in while you’re falling, using your weight to cause large slashes in its side.
  • Characters may be re-rolled once (that is, the character can be remade from ability scores up). After that re-roll, however, the only way to change their stats and abilities will be if that character dies and you roll up an entirely new character (barring magic items, wishes, etc).
  • When a session ends in such a way that the characters aren’t in the middle of carrying out an action (such as a battle or a heist) characters can undertake secret actions (purchasing items without the others knowing, etc.). Secret actions must be told to the DM between sessions.

Alternate Class Features


  • All rogues created by the DM can be assumed to be taking levels in Unchained rogue, rather than vanilla rogue
  • Danger Sense/ Trap Sense can be substituted with Target Switch. Target Switch is an immediate interrupt that allows a rogue to move upon the death of the last creature they attacked. This movement must be towards a new enemy that they declare their next target. At level 3 Target Switch may be used twice per day, and the movement allowed is a 5-foot shift and 10 feet of move. Every three levels after this movement increases by five feet and can be used one extra time per day.
    *Any rogue that takes the feat Gang Up only requires one ally to be adjacent to an enemy in order to flank. Flanking in this way does NOT receive a flanking bonus. Original rules for Gang Up require two allies to flank, and will receive a flanking bonus as normal.
  • Rogues may take Weapon Finesse a second time to gain Specialised Sneak. One type of weapon (i.e. short sword, rapier, dagger) will subsequently deal d8s for sneak attack, while any other weapon will only deal d4 sneak damage. This choice must be made when the feat is chosen, and cant be changed.

Feats & Traits

  • Each character can choose two traits upon creation. However, traits must relate to the character’;s personality and style of play- if the traits are not reflected through the course of play the traits will be considered non-functional.
  • If a character goes through a particularly significant personal event they may gain another trait (with the normal rules for traits applicable).
  • Touch attacks are considered as light weapons, as per natural weapons, for the purpose of the Weapon Finesse feat. Any attack that would benefit from the character’s dexterity with a touch AC can then have the Weapon Finesse bonus applied.


  • A Hat of Disguise can be used three times per day, for a total of three hours. The magic requires reactivation at the end of each hour period- if a person is viewing the disguise when reactivation occurs, they are given an additional will save to see through the illusion.
  • A Snapleaf is considered a single use item, and will be rendered useless upon use. It can, however, be recharged with separate castings of invisibility and featherfall (it must have both spells cast upon it before it is usable).


  • Dazing spells force a creature to make a save on the first time the creature would be affected by the spell. If the creature successfully saves, they need not save again from dazing for a number of rounds equal to that which they would have been dazed for.
  • Detect Magic works as written in the source material. Separate checks must be made for each aura, and three rounds of concentration must be used to fully ascertain the presence, number, strength and location of each aura.
  • Permanency can be applied to a larger range of spells (subject to DM approval). Spells include:
    True Seeing (18000gp of diamond dust + 250gp eye ointment, 3 round casting, CL 14th)
    Chromatic Wall
  • For the purposes of disbelieving an illusion, interaction is considered to be using one of the other senses apart from sight. If a creature is aware that the illusion is unlikely (i.e. the creature sees a person displaced by a small grove of trees) they may also roll to disbelieve.
  • Summoned creatures may not use any summon abilities that they know, i.e. a Barbazu cannot summon a Barbazu that summons a Barbazu that summons a Barbazu that summons a Barbazu that summons a Barbazu. Creatures MAY (depending on situation) summon with a spell that consumes one of their slots, assuming that it does not lead to the above situation of infinite summons.
  • Wishes that are used to create greater effects than the listed effect can be expected to always have negative effects or be misinterpreted unless you can beat a DC50 Spellcraft check. If the check is beaten, there is still a chance that the wish may go wrong.

Skill Checks

  • Knowledge checks can only be made if you have at least one skill point in the skill. The exception is knowledge (local), which can be made even if untrained.

House Rules

Death for Any Price Garethona