House Rules

Spell Point System

  • Do Not use this chart for Bard, Witch or Magus. We’ll have to determine their Spell Point pool manually due to changes to the Bard or Witch/Magus not existing in 3.5

Saving Throws

  • Fortitude saves use the higher of your Constitution or Strength modifier.
  • Reflex saves use the higher of your Dexterity or Intelligence modifier.
  • Will saves use the higher of your Wisdom or Charisma modifier.

Special Materials

  • Elven
    • Elven armor is made of Quicksilver and Moonstone. It is a shiny metal with a dark yellow-gold tint.
    • Spell failure chances for armors made from Elven armor decrease by 10%, maximum Dexterity bonuses increase by 2, and armor check penalties decrease by 3 (to a minimum of 0).
    • Items made from Quicksilver weight half as much as normal.
    • Elven weapons confer no added benefit other than weighting half as much as normal.
    • Increase the cost of Elven items by:
      • Light armor +250 gp
      • Medium armor +750 gp
      • Heavy armor +1,500 gp
      • Weapons and Shields +250 gp
      • Ammunition +10 gp per missile
  • Glass
    • Glass armor is formed from Malachite crystals implanted into a hardened leather armor.
    • Most Glass armors are one category lighter than normal for purposes of movement and other limitations. Heavy armors are treated as medium, and medium armors are treated as light, but light armors are still treated as light. This decrease does not apply to proficiency in wearing the armor. A character wearing Glass full plate must be proficient in wearing heavy armor to avoid adding the armor’s check penalty to all his attack rolls and skill checks that involve moving.
    • Spell failure chances for armors and shields made from Glass are decreased by 10%, maximum Dexterity bonuses are increased by 2, and armor check penalties are decreased by 3 (to a minimum of 0).
    • Items made from malachite glass wight half as much as normal.
    • Glass weapons hold an exceptional sharpness to them and all are treated as having the Keen weapon Quality (without being considered magical).
    • Increase the cost of Glass items by:
      • Light armor +1,000 gp
      • Medium armor +4,000 gp
      • Heavy armor +9,000 gp
      • Weapons and Shields +1,000 gp
      • Ammunition +30 gp per missile
  • Dwarven
    • Dwarven armor and weapons are crafted from an ancient and now unknown alloy of metals originally discovered by the Dwemer. Ancient Dwarven armor originally crafted by Dwemer themselves is extremely rare and newer armor crafted from this Dwarven alloy is usually melted down from other various Dwarven metal objects. Finding enough Dwarven metal to craft weapons and armor is either too difficult or too expensive for most blacksmiths.
  • Armor made from Dwarven metal grants its wearer damage reduction of 1/— if it’s light armor, 2/— if it’s medium armor, and 3/— if it’s heavy armor. Dwarven metal is so costly that weapons and armor made from it are always of masterwork quality; the masterwork cost is included in the prices given. Thus, Dwarven metal weapons and ammunition have a +1 enhancement bonus on attack rolls, and the armor check penalty of Dwarven metal armor is lessened by 1 compared to ordinary armor of its type.
  • Weapons fashioned from Dwarven metal have a natural ability to bypass hardness when sundering weapons or attacking objects, ignoring hardness less than 20. This makes them devastating for destroying inanimate objects.
  • Items without metal parts cannot be made from Dwarven metal . An arrow could be made of Dwarven metal, but a quarterstaff could not. Weapons and armor normally made of steel that are made of Dwarven metal have one-third more hit points than normal.
  • Increase the cost of Dwarven items by:
    • Light armor +5,000 gp
    • Medium armor +10,000 gp
    • Heavy armor +15,000 gp
    • Weapons and Shields +3,000 gp
    • Ammunition +60 gp per missile

House Rules

Pathfinder - The Elder Scrolls JesseBrumley