Aerith House Rules

Character Generation
  • Characters are generated with a point buy system described in the Pathfinder RPG. All atributes start at 10 and are bought up using 25 character points. See PFRG table 1-1 on pg 16 for the costs to raise attributes. 
  • In addition to the normal allotment of feats and skills that players get, you are allowed 1 additional feat at level 1. This feat should be background related and is subject to DM approval.
  • All characters start with max hit points at level one plus their constitution score. This is just a temporary score and does not advance. As the character levels a second score is tracked based on the max hit points the character can receive per level. When this second score surpasses the first, it becomes the character’s hit point of the rest of his career.
  • Characters get 2 additional skill points per level on top of their normal allotment.
  • All Standard races are available. However many other races from other campaign settings are available upon GM approval of anything with an ECL greater than +1 is Generally not allowed.
  • A character can have a maximum of three classes. One of which can be a prestige class. The one exemption to this is if the prestige class has fewer than 10 levels. If the character selects one with fewer than 10 levels he can chose a second prestige class, but is still limited to the 3 class limit.
  • Characters can start with any alignment except for all the evil ones. This is to ensure that the group stays on track and to prevent group infighting.
  • Characters also get to select a normal array of background traits from the Pathfinder Trait supplement.
Character Advancement
  • Characters gain a bonus of +1 to two attributes at 4th level and every 4 levels thereafter. They also gain a +1 to all attributes at 10th level and every 10 levels thereafter.
  • Characters are awarded a bonus feat at 4th Level and every four levels after that. They also receive a additional bonus feat at 10th level and every ten levels after. *Hit Points are awarded as the maximum for the die type at each level.
Feat Changes
  • Weapon Finesse – alon with the attack bonus this feat allows for a character’s Dexterity bonus to be added to the damage roll of a finesse weapons.
  • The Sunder line of feats are no longer available.
  • Martial Weapon Proficiency now covers all martial weapons and not one individual weapon.
  • Weapon Focus – This line of feats now applies to groups of weapons instead of one solitary weapon. Select a weapon group from the Fighter Weapon training ability on page 56 of PFRPG.
  • Weapon Specialization – This line of feats now applies to groups of weapons instead of one solitary weapon. Select a weapon group from the Fighter Weapon training ability on page 56 of PFRPG.
  • Improved Critical – This line of feats now applies to groups of weapons instead of one solitary weapon. Select a weapon group from the Fighter Weapon training ability on page 56 of PFRPG.
Magic System
  • See Aerith Magic System for the new magic system.
  • Sorcerers and Bards and other arcane casters that have a limit to how many spells they can know, can get a bonus to their spells known. For every point of attribute bonus they have in their primary casting attribute, they get one additional spell they can know at any level. For example, a level 6 sorcerer with a 16 CHA can choose 3 spells of levels 1 to 3 to add to his total known spells. These extra slots can be changed on every even level.
Combat and Equipment Changes
  • Armor now offers some damage resistance. The AC(armor enhancement included) of a set of armor divided by two(round down) is now treated as physical damage resistance. This stacks with other damage resistance abilities.
  • Ranged Weapons now use a character’s DEX bonus as a precision damage bonus.
  • Strength can affect the range of bows, crossbows and thrown weapons. For every point of STR bonus you have, add 10ft to the range increment of bows and crossbows(if it is a strength modified bow or crossbow). Also add 5ft to the range increment of thrown weapons.
  • Strength modified bows and crossbows have their damage increased by one die type, however the modified bows cannot be used by people who lack the correct strength bonus. The exception to this rule is mechanically assisted crossbows.
  • Armor no longer slows standard movement, however the run penalty for heavy armor is still in effect(3x run instead of 4x).
  • Shield AC has changed to the following: Bucklers +1 AC, Light Shields +2 AC, Heavy Shields +3 AC, Tower Shields +4 AC.
  • Bucklers can be used to bash and as a light off hand weapon. Light and Heavy shield count as Medium weapons, and Tower Shields cannot be used to bash.
  • See the table below for armor changes
Armor AC Bonus Max Dex Armor Check Penalty Arcane Spell Failure
Light Armor
Padded 1 9 0 5%
Leather 2 8 0 10%
Studded Leather 3 6 1 10%
Light Hide 3 5 3 15%
Chainmail Shirt 4 5 2 20%
Medium Armor
Medium Hide 4 4 3 20%
Scale Mail 5 4 4 25%
Chain Mail 6 3 5 30%
Breastplate 6 4 4 25%
Splint Mail 7 1 6 40%
Heavy Armor
Banded 7 2 5 35%
Half Plate 7 3 4 35%
Plate Mail 8 2 6 40%
Full Plate 9 1 7 45%
Dwarf Plate 10 0 8 50%
Shields
Buckler 1 0 5%
Light Shield 2 1 10%
Heavy Shield 3 2 15%
Tower Shield 4 5 50%
  • Magic Items have an encumbrance reduction. For each +1 that an item has, reduce its encumbrance value by 10%. Note this does not change the actual weight of the item.

AJ: I created a “How many feats should I have?” Spreadsheet. It is viewable here:
How Many Feats Should I Have?How Many Feats?

Aerith House Rules

Aerith rainsinger