1. Notes

House Rules

Echoes of Baphomet's Fall — House Rules

Everything that's different from standard Pathfinder 1st Edition, in one place.

Table of Contents

  1. Character Creation
  2. Bonus Action Points
  3. Death & Dying
  4. Spellcasting Changes
  5. Coin Weights
  6. Healing & Consumables
  7. Damage Scaling & Resistance
  8. Simplified Conditions
  9. Boss Encounter Mechanics

Related Documents:


1. Character Creation

Point Buy32 points (heroic array)
Starting Level1st
Starting WealthAverage for class
Hit PointsMaximum for class at levels 1–3
AlignmentLG, LN, LE, NG, N, CG only. CN, NE, CE are banned.

Available Races: Aasimar, Catfolk, Dwarf, Elf, Ganzi, Half-Elf, Half-Orc, Human, Ifrit, Kender (homebrew), Mul (Iron-Blood) (homebrew), Oread, Ratfolk, Sylph, Tengu

Kender replace halflings. Elves average 4'11" to 5'5" in height.

Banned Classes: Sorcerer, Bloodrager, Summoner (all sorcerer-derived classes)

Homebrew Classes: Lancer (Fighter/Monk hybrid — ask GM for details)

Legacy Items: Every character begins with a Legacy Item that scales with you, replacing the "Big Six" magic item progression. Choose a Form (stats) and a Path (abilities) during character creation.


2. Bonus Action Points

Players receive 1 Bonus Action Point (BAP) at 1st level, and 1 additional BAP at every level divisible by 5 (5th, 10th, 15th, 20th).

You can spend 1 BAP per round to do one of the following:

  • Add to a Roll: After rolling a d20 (but before the GM reveals the result), add 1d6 to the total. Cannot be used when taking 10 or 20.
  • Activate Class Ability: Gain one additional daily use of a limited class feature (stunning fist, smite evil, channel energy, etc.)
  • Boost Defense: As a free action, double the normal benefits of fighting defensively for the entire round (+4 dodge AC; +6 with 5+ ranks in Acrobatics).
  • Extra Attack: During a full attack, gain one additional Strike at your highest BAB. This extra Strike advances MAP normally.
  • Stabilize: Immediately stabilize when dying (no check needed).
  • Negate Critical: When struck by a confirmed critical hit, spend 1 BAP to reduce it to a normal hit.
  • Extra Move: Gain a bonus move action (up to your speed) that does not provoke attacks of opportunity.

3. Death & Dying

  • Any damage that would take you below 0 HP drops you to exactly 0 HP instead. You fall unconscious.
  • After a number of rounds equal to your Con modifier (minimum 1), you begin making death saves.
  • Death saves are secret. The GM rolls them. You don't know if you're stabilizing or bleeding out until someone checks on you or you wake up.
  • When revived from 0 HP, you must make a DC 12 Constitution saving throw. On a failure, you gain one level of exhaustion.

4. Spellcasting Changes

Arcane Casters (Wizards, Magi, etc.)

  • Required Tools: Staff (to cast spells) and Spellbook (your active spell inventory). Without either, you cannot cast arcane spells.
  • Spontaneous Casting: Wizards no longer prepare spells daily. You may cast any spell scribed in your spellbook, limited only by your available spell slots per day.
  • Spellbook Access: If your spellbook is in hand, in a harness, or open in front of you — cast normally. If stowed in a pack, spend 3 actions (your full turn) to retrieve it before casting next turn.
  • Compact Battle Grimoire (optional): A slim wrist-bound or belt-carried grimoire holding up to 5 known spells. Quicker access in combat, limited scope.
  • No automatic spell gain on level-up. You must actively find, research, or negotiate for new spells.
  • Starting Spells (Level 1): Cantrips = 2× Int modifier. 1st-level = Int modifier. 2nd-level = ½ Int modifier (rounded down).

Divine Casters (Clerics, Druids, Oracles, etc.)

  • Required Tools: Holy Symbol (or Druidic Focus) and Sacred Text.
  • Daily Preparation: Divine casters still prepare spells each day. No spontaneous casting from text.

Material Components (All Casters)

  • You do not need to track material components unless their cost exceeds 50 gp.
  • Below that threshold, components are assumed to be part of your standard kit.

5. Coin Weights

CoinSizePer Pound
PlatinumDollar coin10 pp
GoldQuarter40 gp
ElectrumQuarter50 ep
SilverNickel80 sp
CopperPenny150 cp

6. Healing & Consumables

Potions (Emergency — Fixed Values)

TypeHealingCostUsage
Minor8 HP30 gpDraw (1 action) + Drink (1 action)
Lesser21 HP90 gp
Moderate34 HP250 gp
Greater68 HP900 gp
Major94 HP3,000 gp

Scrolls (Caster Tool)

SpellHealingCostUsage
Cure Light (CL1)9 HP25 gpDraw (1) + Cast (2) = 3 actions
Cure Moderate (CL3)21 HP150 gpRequires UMD or casting ability
Cure Serious (CL5)29 HP375 gp
Cure Critical (CL7)43 HP700 gp

Wands (Efficient Reserves)

Standard PF1 rules (variable healing). Most cost-efficient for extended adventures. CLW wand: 750 gp / 50 charges = 15 gp per use, average 5.5 HP.


7. Damage Scaling & Resistance

Damage Scaling

  • PCs: Add half your character level (rounded down) to all damage rolls — melee, ranged, and spells.
  • NPCs: Add half their Hit Dice (rounded down) to all damage rolls.

Damage Resistance

  • PCs: Starting at 5th level and every odd level after (7th, 9th, etc.), gain +1 DR/-. Nothing bypasses DR/- — it represents your innate toughness. Max DR 8/- at 19th level.
  • Major NPCs/Bosses: Same progression starting at CR 5. Expect bosses to have a damage floor even when you bring the right weapon. Minions do not gain DR.

DR Interaction Rules

  • DR/- vs. Typed DR (DR/silver, DR/good, etc.): These do not stack. Against any single hit, use whichever blocks more damage. The innate DR/- acts as a floor — even when an enemy's typed DR is bypassed by the correct weapon property, the innate DR/- still applies.
  • Class DR/- Stacking: If your class grants DR/- (Barbarian, Stalwart Defender, Invulnerable Rager, rage powers, etc.), it stacks additively with the innate DR/-. Example: A 13th-level Barbarian has class DR 3/- + innate DR 5/- = DR 8/-. Classes built around physical toughness should be the toughest things on the field.
  • Boss DR: Major bosses gain DR/- from the same CR-based progression. This layers with their existing typed DR using the same "use highest, don't stack" rule. A Pit Fiend (DR 15/good and silver) with boss DR 8/- still has DR 8/- even after a Holy Silver weapon bypasses the typed DR.
  • Spells & Energy: DR does not reduce spell or energy damage. Only physical/weapon damage is affected.

8. Simplified Conditions

The campaign uses streamlined numbered conditions. These replace PF1e conditions of the same name.

ConditionEffectRecovery
Frightened X–X to attack rolls, saves, skill checks, ability checksDecreases by 1 at end of each of your turns
Sickened X–X to attack, damage, saves, skill checks, ability checksDoes not decrease automatically; requires removal
Stunned XLose X actions on your next turn (carries over if >3)Automatic as you lose actions
Slowed XLose X actions at the start of each turn (persistent)Does not decrease; requires removal
Clumsy X–X to Dex-based attacks, damage, Reflex saves, Dex skills, ACVaries by source
Enfeebled X–X to Str-based attacks, damage, Fort saves, Str skills, carrying capacityVaries by source
Stupefied X–X to Int/Wis/Cha attacks, spell DCs, Will saves, mental skillsVaries by source
DyingUnconscious at 0 HP. GM makes secret stabilization checks.Magical healing or successful Heal check

All other conditions function as written in Pathfinder 1e unless noted above.


9. Boss Encounter Mechanics

  • Lair Actions: Special environmental effects triggered on Initiative Count 20 each round. Used by regular and important bosses.
  • Legendary Actions: Allow the boss to take special actions outside of its turn, using a limited pool per round. Important/major bosses only.
  • Legendary Resistances: The boss may choose to succeed on a failed saving throw, a limited number of times per day. Important/major bosses only.

These rules are designed to speed up play, make combat dynamic, and keep the focus on the story. If something doesn't make sense at the table, we'll talk it through and make a ruling. The goal is fun, not litigation.

Notes