House Rules

Class Feature

Sneak Attack (Rogue)

Add the following paragraph: "When the rogue makes a sneak attack, she gains a +1 bonus to her attack roll. This bonus increases by +1 at 5th level and at every four rogue levels thereafter."

Combat Maneuver


You can attempt to aggrandize an opponent in place of a melee attack. Unless you have the Improved Aggrandize feat or a similar ability, an aggrandize attempt provokes an attack of opportunity from your target. If your opponent is trained in Sense Motive, she may  substitute her Sense Motive bonus for her CMD if it is higher. You cannot aggrandize a mindless opponent or an opponent without an Intelligence or Charisma score.

If your attack successful, you trick your foe into believing they have an advantage over you, making you a tempting target. She must take at least one offensive action (an attack, a breath weapon, an enervation spell, etc.) against you during her next turn unless she is prevented from doing so. This action must be made with all possible haste. Until your next turn or until she has been successfully attacked, she is unable to apply her Dexterity bonus to AC (if any) against the first attack from any source other than you.


Greater Aggrandize (Combat)

Opponents you aggrandize become foolishly overconfident.
Prerequisites: Int 13, Combat Expertise, Improved Aggrandize, base attack bonus +6
Benefit: You gain a +2 bonus to checks made to aggrandize an opponent. This bonus stacks with the bonus granted by Improved Aggrandize. Until your next turn, opponents you have aggrandized lose their Dexterity bonus to AC against all attacks from sources other than you, not merely the first.
Normal: A creature you aggrandize loses its Dexterity bonus against only the first applicable attack.

Greater Hampering Strike (Combat)

More than minor annoyances, your attacks injure as they cripple.
Prerequisites: Dex 19, Hampering Strike, Improved Hampering Strike, sneak attack +6d6
Benefit: As a swift action, you may impose the penalty for Hampering Strike without forgoing sneak attack dice. This penalty is equal to the number of sneak attack dice you roll and persists until your next turn.

Greater Metamagic Flexibility

With time, your spells' power can grow as far as you can handle.
Prerequisites: Metamagic Flexibilty
Benefit: When using your Metamagic Flexibility feat, you may apply as many metamagic feats to a spell as you like.

Greater Morendi Panache

You are an exemplar of your family's bailiwick.
Prerequisites: Improved Morendi Panache, character level 8
Benefit: You gain the second granted power of your Morendi Panache cleric domain.

Hampering Strike (Combat)

Your sneak attacks inflict debilitating injuries rather than lethal ones.
Prerequisites: Dex 13, sneak attack +2d6
Benefit: When you make a successful sneak attack, you may forgo half of your sneak attack dice (rounded down) to impose a penalty on your opponent until your next turn. This penalty is equal to the number of sneak attack dice you forgo. Choose one of the following traits to be affected by this penalty: attack rolls, saving throws (one type), Armor Class, damage reduction, or speed (5 feet per point of penalty). Multiple uses against the same trait do not stack.

Improved Aggrandize (Combat)

You are skilled at aggrandizing your opponents.
Prerequisites: Int 13, Combat Expertise
Benefit: You do not provoke an attack of opportunity when performing an aggrandize combat maneuver. In addition, you receive a +2 bonus on checks made aggrandize your foe and a +2 bonus to your CMD (or Sense Motive bonus) whenever an opponent tries to aggrandize you.
Normal: You provoke attacks of opportunity when performing an aggrandize combat maneuver.

Improved Hampering Strike (Combat)

You have become efficiently brutal at disabling your enemies.
Prerequisites: Dex 17, Hampering Strike, sneak attack +4d6
Benefit: The penalty from Hampering Strike now persists for rounds equal to the number of sneak attack dice you forgo.

Improved Morendi Panache

The secret magic of your noble bloodline is prominent in you.
Prerequisites: Morendi Panache
Benefit: You may use your Morendi Panache feat more than once each day, following the uses listed in each domain ability.

Metamagic Flexibility

Your magic grows on its own, enhancing your spells without sacrificing power.
Prerequisites: Any metamagic feat
Benefit: You may apply a single metamagic feat to a spell without increasing the level of the spell slot it uses by spending a number of consecutive standard actions equal to the metamagic feat's required increase in slot level. These additional standard actions must taken immediately after the normal required casting time for the spell. The spell takes effect when you perform the last of these actions.

You may perform move, swift, or immediate actions each round as usual, but anything that precludes your casting(such being unable to vocalize verbal components) causes the spell to fail. If you are attacked at any point before you have finished casting, you must make the usual concentration check to avoid losing the spell.

You can't interrupt the spell you're casting to cast another spell without losing the first spell.

Applying this feat to a spontaneously cast spell does not require full-round actions beyond the usual one.
Normal: Modifying a spell with a metamagic feat usually requires it be cast using a higher level spell slot.
Special: A wizard may select Metamagic Flexibility as a bonus feat.

Morendi Panache

You are talented in your family's specialty areas.
Prerequisites: Blood of Morend trait
Benefit: Once per day, you may use the first granted power of a cleric domain, dependent on your house: Luck (Brineheart), Nobility (Foxmane), or Trickery (Mistwalker). This does not bestow inherent powers, such at the Travel Domain's speed enhancement. Calculations which require a cleric level use half your character level.

Nuisance (Combat)

Rather than inflating your opponent's ego, you make yourself appear to be beneath her notice.
Prerequisites: Cha 13
Benefit: You may substitute a Bluff check for your combat maneuver check when attempting to aggrandize an opponent. If successful, your aggrandize maneuver works in reverse: your target is unable to target you with an offensive action until your next turn or until you attack her, and she loses her Dexterity bonus to AC (if any) against the next melee attack you make against her.

You may apply the bonuses from Improved Aggrandize and Greater Aggrandize to this check. If you have Greater Aggrandize, the effects of this feat last until your next turn, persisting through any melee attacks you make against your target.
Normal: Aggrandizing an opponent requires a combat maneuver check.

Campaign Trait

Blood of Morend

You were born into one of the noble houses of Morend. Gain a +1 trait bonus in two skills based on your house; those are always class skills for you.
  • Brineheart: Profession (sailor) and either Knowledge (Geography) or Survival.
  • Foxmane: Diplomacy and either Knowledge (history) or Knowledge (nobility).
  • Mistwalker: Stealth and either Disguise or Ride.

Rogue Talents

Hampering Rogue

A rogue that selects this talent gains Hampering Strike as a bonus feat.

Nuisance Rogue

A rogue that selects this talent gains Nuisance as a bonus feat.

Magic Items

Rogue's bracers

Aura moderate transmutation; CL 10th
Slot wrists; Price 16,000 gp; Weight 1 lb.
These dark-colored armbands bestow exceptional combat guile upon the wearer. If the wearer has levels in rogue, the attack bonus and damage of her sneak attacks are treated as a rogue of four levels higher.
Craft Wondrous Item, creator must be a 10th-level rogue; Cost 8,000 gp

Torc of deception

Aura faint transmutation; CL 5th
Slot neck; Price 2,500 gp; Weight –
This fine neck ornament is made of twisted silver and studded with sapphires. It permits the wearer to outsmart her opponents in words as well as deeds, granting a +5 competence bonus on Bluff checks.
 Craft Wondrous Item, glibness, creator must have 5 ranks in the Bluff skill ; Cost 1,250 gp

Vest of resistance

Aura faint abjuration; CL 5th
Slot chest; Price 1,000 gp (+1), 4,000 gp (+2), 9,000 gp (+3), 16,000 gp (+4), 25,000 gp (+5); Weight 1 lb.
These garments offer magic protection in the form of a +1 to +5 resistance bonus on all saving throws (Fortitude, Reflex, and Will).
Craft Wondrous Item, resistance, creator's caster level must be at least three times the cloak's bonus; Cost 500 gp (+1), 2,000 gp (+2), 4,500 gp (+3), 8,000 gp (+4), 12,500 gp (+5)

Other Rules

Ability Score Drafting

The principle is obvious from the practice. We started the campaign with each player (and the GM) rolling seven sets of 4d6k3. The results were listed and ordered from highest to lowest. Then, each player rolled a d20, and the high roller got to start the draft, claiming one of the listed numbers. This proceeded around the table until each player had claimed six numbers. These would become their character's Ability Scores.

Cooperative Checks

So long as each player says how they're contributing to a group effort skill or ability check (everyone searching with Perception, pushing a laden cart with Strength, etc.), they don't need to designate a leader for the check. Whichever player with the highest check result is the leader; every other player who hit DC 10 with her check adds the usual +2.

Divine Intervention

Once per chapter, any character can roll percentile dice and pray to her diety to intervene. The precise mechanics for this are a secret, but there's a chance!

The Earthbound Rule

To invoke this rule, the players must order and pay for pizza (at least one for the players and one for only the GM). The moment the pizza arrives (and on receipt of her delicious bribe), the GM will restore each PC to full hit points and spells.
Paul H,
Jun 7, 2020, 12:50 PM