🧱 House Rules

🎲 Allowed Races

We use races from the Pathfinder SRD, including those found in Psionics Unleashed — because sometimes elves just aren’t weird enough.

We also allow the occasional lovingly converted 1st Edition classic like Half-Ogres, Phanatons, or whatever strange creature we’re feeling nostalgic for that week.

“If it walked across the pages of Dragon Magazine, we’ve probably let someone play it.”

⚔️ Classes

Most classes are pulled from the Pathfinder SRD and Psionics Unleashed, but cool 3.5e prestige classes are absolutely on the table — especially if they add flavor or a grim backstory.

  • Want to play a Thrallherd? Go ahead, just don’t whine when your thralls die.

  • Mystic Theurges are welcome, Cerebremancers encouraged, Truenamers not so much.

⭐ Feats & Flaws

We allow:

  • Feats from Pathfinder SRD and Psionics Unleashed

  • A handful of homebrew feats (coming soon to a sidebar near you)

  • Flaws from 3.5e Unearthed Arcana — plus some lovingly homebrewed ones that will ruin your life in glorious ways

“You want that third feat? Fine. But take ‘Born Under a Bad Sign’ and roll with -3 to all saves like the cursed wretch you are.”

📜 Stuck on a Background?

If your muse is dead, drunk, or just not returning your ravens, try rolling on:

  • Background Table 1 – for grim heroes, doomed farmers, and rat-catchers

  • Background Table 2 – for weirdos, psionic cultists, and haunted war orphans
    (The auto rollers)

Want some real inspiration?

Copy and paste this into ChatGPT and see what it spits out:

“I humbly beseech thee, O mighty computer god of wisdom, to create my character’s background story for my Pathfinder RPG game — in the style of Robert E. Howard and Edgar Allan Poe.”

⚖️ Core House Rules

📜 1. Background Bonus

Writing a character background before the first session earns you a bonus. The exact reward varies by campaign (extra gold, bonus feat, cool gear, fate point, etc.). Ask your GM or bribe them with snacks.

⚖️ 2. Flaws (and the Glorious Gamble)

At character creation:

  • You may take 1 flaw freely (as in Unearthed Arcana)

  • If you want a second flaw, you must roll 1d12 on the Flaw Table

  • OR... choose one of the wonderful Double Flaws — or even a Dreaded Triple Flaw (You brave, cursed soul...)

Flaws are a great way to earn extra feats, weird roleplay quirks, and probably get maimed in Act I.

📘 3. Default Rules

We use Pathfinder 1e as the default ruleset, along with Psionics Unleashed and the occasional 3.5e prestige class or feat. If you’re not sure which system something comes from, ask — or just make a Lore check and fake it.

🧮 4. Experience Points

Leveling up uses the 1,000 XP per character level to go to the next one.

  • Level 2 = 1,000 XP

  • Level 3 = 2,000 XP

  • Level 4 = 3,000 XP

  • And so on.

Simple and Fast.

🩹 5. Healing From Unconsciousness

When you're unconscious healing always starts from 0.

  • If you’re at –3 HP and get healed for 2 HP, you’re now at 2 HP, not –1.

  • Get back in the action quicker, and we like simplicity.

🧬 6. Reincarnation Rule

Reincarnation does not cause level loss.
But you may come back as a winged gnome. You've been warned.

☄️ 7. Star Metal

Weapons made from Star Metal count as:

  • Adamantine

  • Silver

  • Cold Iron

All in one. For bypassing Damage Reduction, it's the Swiss Army Knife of metals. Expensive? Yes. Worth it? Ask the werewolf with no torso.

Flaws

In our games, characters may choose a flaw at character creation in exchange for bonus feats. Want to push your luck even further? Take on a Double Flaw or even a Triple Flaw and stack more bonuses... assuming you survive. Most flaws are absurd, some are tragic, and a few may hit a little too close to home. Roll randomly (1d20), or just pick the one that makes your GM sigh the loudest.

1. One-Eyed (Double Flaw)

Penalty: Roll concealment twice and take the worse result; –2 to ranged attack rolls.
Bonus: Choose two extra feats.

2. Pussy (Double Flaw)

Penalty: –3 to Fortitude saves; –2 on Strength- or Constitution-based skill checks.
Bonus: Choose two extra feats.

3. Raised by Amazons (Double Flaw)

Penalty: –1 HP per level; –3 to Will saves.
Bonus: Choose two extra feats.

4. Wooden Leg (Double Flaw)

Penalty: Speed halved; –3 to Reflex saves.
Bonus: Choose two extra feats.

5. Fucktard (Double Flaw)

Penalty: –6 to Initiative; –3 to Perception checks.
Bonus: Choose two extra feats.

6. Fight Like a Girl (Double Flaw)

Penalty: –2 to hit in melee; –1 to AC.
Bonus: Choose two extra feats.

7. Book Wyrm (Double Flaw)

Penalty: –6 to Initiative; –3 to Reflex saves.
Bonus: Choose two extra feats; +1 rank in any one Knowledge skill (always a class skill).

8. Emo (Double Flaw)

Penalty: –1 AC; –3 to Will saves; –2 to Charisma-based checks.
Bonus: Choose two extra feats; +4 to Charisma-based checks when interacting with Emos, vermin, were-ravens, and undead.

9. Born Under a Bad Sign (Triple Flaw!)

Penalty: –3 to all saving throws.
Bonus: Choose three extra feats. Stray dogs, harlots, beggars, and black cats start with a Friendly attitude.

10. Raised in a Drow Harem (Double Flaw)

Penalty: –1 HP per level; –3 to Will saves.
Bonus: Choose two extra feats; +2 to any Perform skill.

11. Son of a Witch (Double Flaw)

Penalty: –1 to all saves; cannot be raised from the dead; animals start as Unfriendly.
Bonus: Knowledge (Religion) or (Planes) is always a class skill.

12. Born in Scott’s Campaign (Triple Flaw!)

Penalty: –3 to all saves.
Bonus: Choose three extra feats; treat severe cold as cold weather, and cold weather as mild; immune to fatigue from frostbite/hypothermia; gain Run and Fleet as bonus feats; +2 to Acrobatics.

Variant: Born in Lee’s Perfect Circle
Penalty: –4 to Charisma checks; –1 HP per level; –3 to Will saves.
Bonus: Choose two extra feats; Survival is always a class skill.

Variant: Born in Dave’s DM-vs-Players Campaign
Penalty: –1 HP per level; –1 AC; –6 to Initiative.
Bonus: +2 to Craft (Baskets) and all Knowledge skills; increases to +4 with 10+ ranks.

13. Albino (Double Flaw)

Penalty: Light sensitivity; –3 to Fort saves; –2 to Diplomacy checks.
Bonus: Choose two extra feats; +2 to Craft (Alchemy).

14. Dungeon-Bred (Double Flaw)

Penalty: Roll concealment twice, take worst; –2 to ranged attacks.
Bonus: Choose two extra feats; gain the Nocturnal template.

15. Loud (Double Flaw)

Penalty: –2 Charisma, –2 Wisdom; –4 to Stealth and Diplomacy (neither can be class skills).
Bonus: Choose two extra feats.

16. Slack-Jawed Local (Double Flaw)

Penalty: –6 to Initiative; –1 AC; –2 to Charisma-based skill checks.
Bonus: Choose two extra feats; locals of your race start Friendly.

17. Princess (Double Flaw)

Penalty: –4 to Knowledge (Nature) and Survival (neither can be class skills); if you don’t sleep in a bed, you’re Fatigued for 8 hours; if rushed when dressing, –2 Charisma for the day.
Bonus: Choose two extra feats.

18. Heavily Scarred (Triple Flaw!)

Penalty: –3 Will saves; –1 HP per level; –2 Charisma.
Bonus: Choose three extra feats.

19. Fat Bastard (Triple Flaw!)

Penalty: Double normal weight; half speed; –3 Reflex saves; –2 Dexterity; double cost for gear.
Bonus: Choose three extra feats.

20. Pirate (Ultimate Flaw)

Penalty: Roll concealment twice; –2 to ranged attacks; half speed; –3 Reflex saves.
Bonus: Choose three extra feats; gain a Parrot familiar.

Reincarnation Chart (d100)

“I’ve been born again… and again… and again.”

When reincarnated, roll 1d100 on the following table to determine your new race. Results are weighted toward common races in the middle and rare or exotic outcomes at the edges. Some results include templates or reroll instructions to reflect further mutation, elemental influence, or environmental adaptation.

01 – Neanderthal or reroll and apply the Ben template
02 – Kasatha or reroll and apply the Scott template
03 – Bugbear
04 – Suli
05 – Gnoll
06 – Vishkanya
07 – Samsaran
08 – Kitsune
09 – Strix
10 – Half-Ogre
11–12 – Sylph
13–14 – Ifrit
15–16 – Oread
17–18 – Undine
19–20 – Grippli
21–22 – Svirfneblin
23–24 – Nagaji
25–26 – Wayang
27–28 – Fetchling
29–30 – Vanara
31–32 – Aasimar
33–34 – Catfolk
35–36 – Hobgoblin
37–38 – Orc
39–40 – Half-Orc
41–44 – Halfling
44–50 – Human

51–55 – Dwarf
56–58 – Gnome
59–60 – Half-Elf
61–63 – Goblin
64–66 – Duergar
67–68 – Blue (psionic goblin)
69–70 – Tiefling
71–72 – Half-Giant
73–74 – Xeph
75–76 – Kobold
77–78 – Ratfolk
79–80 – Tengu
81–82 – Dhampir
83–84 – Changeling
85–86 – Gillman
87–88 – Dromite
89–90 – Drow
91 – Monkey Goblin
92 – Ophiduan
93 – Lizardfolk
94 – Triaxian
95 – Tanuki
96 – Hadozee
97 – DM’s Choice — or reroll and apply Arctic template
98 – DM’s Choice — or reroll and apply Amphibious template
99 – DM’s Choice — or reroll and apply Nocturnal template
100 – DM’s Choice — or reroll and add Wings (fly speed 50 ft., average maneuverability)

Adventurer's Pack

  • backpack 2 gp 2 lbs*

  • bedroll 1 sp 5 lbs*

  • 1-pint flask 3 cp 1.5 lbs

  • 7 days' trail rations 3.5 gp 7 lbs*

  • hunting knife 2 gp 1 lb

  • whestone 2 cp 1 lb

  • shovel 2 gp 8 lb

  • hammer 5 sp 2 lbs

  • 2 square yards canvas 2 sp 2 lbs

  • fishing line and hook 1 sp

  • flint and steel 1 gp

  • iron pot 5 sp 10 lbs

  • tent 10 gp 20 lbs*

  • waterskin 1 gp 4 lbs*

  • 3x candles 3 cp

  • 1x tindertwig 1 gp

  • ink 8 gp

  • pen 1 sp

  • 10 sheets of parchment 1 gp

  • soap 5 sp 1 lb

  • steel mirror 10 gp .5 lbs

  • sunrod 2 gp 1 lb

  • wooden holy symbol 1 gp

  • hooded lantern 7 gp 2 lb

  • 4 pints of oil 4 sp 4 lbs

  • crowbar 2 gp 5 lbs

  • 5 pitons 5 sp 2.5 lbs

  • grappling hook 1 gp 4 lbs

  • 50-foot hemp rope 1 gp 10 lbs

  • 3x chalk 3 cp

  • 10-foot pole 2 sp 8 lbs

  • caltrops 1 gp 2 lbs

Cost: 50 gp

Weight: 104.5 lbs.

Make a custom pack

Pack

  • backpack 2 gp 2 lbs*

  • bedroll 1 sp 5 lbs*

  • 1-pint flask 3 cp 1.5 lbs

  • 7 days' trail rations 3.5 gp 7 lbs*

Total Cost: 5.63 gp

Weight: 15.5 lbs (5 lbs Small).

.Wilderness Kit 

  • hunting knife 2 gp 1 lb

  • whestone 2 cp 1 lb

  • shovel 2 gp 8 lb

  • hammer 5 sp 2 lbs

  • 2 square yards canvas 2 sp 2 lbs

  • fishing line and hook 1 sp

  • flint and steel 1 gp

  • iron pot 5 sp 10 lbs

  • tent 10 gp 20 lbs*

  • waterskin 1 gp 4 lbs*

Total Cost: 17.32 gp

Weight: 48 lbs (30 Small).

Scholar's Kit 

  • 3x candles 3 cp

  • 1x tindertwig 1 gp

  • ink 8 gp

  • pen 1 sp

  • 10 sheets of parchment 1 gp

  • soap 5 sp 1 lb

  • steel mirror 10 gp .5 lbs

  • sunrod 2 gp 1 lb

  • wooden holy symbol 1 gp

Total Cost: 23.63 gp

Weight: 3.5 lb

Dungeoneering Kit

  • hooded lantern 7 gp 2 lb

  • 4 pints of oil 4 sp 4 lbs

  • crowbar 2 gp 5 lbs

  • 5 pitons 5 sp 2.5 lbs

  • grappling hook 1 gp 4 lbs

  • 50-foot hemp rope 1 gp 10 lbs

  • 3x chalk 3 cp

  • 10-foot pole 2 sp 8 lbs

  • caltrops 1 gp 2 lbs

Total Cost: 13.13 gp

Weight: 37.5 lb.

Dragon Hearts

A classic house rule revived: make a Fortitude save or die — but if you live, something changes forever.

Each time you consume a dragon heart:

DC = 20 + 1 per previous heart consumed

Fail = death

Succeed = roll 1d12 to see what the heart did to you

🐉 Dragon Heart Effects (1d12)

1 Thick Scales — Your skin hardens like a wyrm's. Gain +5 natural AC, but –2 Charisma and –10 ft. base land speed.

2 Wings — You sprout wings equal to your height in span. When unarmored and unencumbered, you can fly at double your land speed (maneuverability: poor).

3 Stat Adjustment

4–10 Breath Resistance — Gain DR 10 vs. the type of energy from the dragon's breath weapon (fire, cold, acid, etc.).

11 Dragon Mind — You are immune to sleep and paralysis effects. You also understand the Draconic language intuitively.

12 Dragon Eyes — Gain darkvision 120 ft, see 4× in low light and 2× in normal light. –2 to Charisma (your gaze is unnerving).

⚗️ Stat Adjustment (1d10)

All stat bonuses count as luck bonuses, allowing them to stack with other sources.

1 +4 Strength

2 +2 Strength

3 –2 Strength

4 +4 Constitution

5 +2 Constitution

6 –2 Constitution

7 +4 Charisma

8 +2 Charisma

9 –2 Charisma

10 +2 Wisdom