Cutefinder: House Rules

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While largely consistent with normal Pathfinder RPG rules, there are a few house rules that have been invoked. These are recorded to the best of our recollection as follows.

Character Creation[edit]

  • Ability scores are generated by rolling 4d6, rerolling any 1s (including in subsequent rerolls) and dropping the lowest number thereafter. This is done seven times and the second-lowest is dropped before assigned to abilities as seen fit, giving a rather high-powered spread while leaving a significant flaw.
    • For quick character generation, if Dicethulhu is in the channel, use ^roll 7#4d5+3 short droplow and drop the second-lowest result thereafter.
  • Characters' hit points are not rolled—they gain their maximum hit dice + constitution modifier each level.
  • Characters get two traits, along with a pair of campaign-specific traits denoting their heritage and guild affiliation. You can get a third trait in conjunction with a drawback.
  • New characters start at level 8, with a budget of 33,000 gold pieces for equipment (both subject to change). However, the maximum price you can pay for any given item varies, based on what you pick as your free guild trait (see below). New characters are not being accepted at this time.

Guild Hierarchy and Heraldry Traits[edit]

As mentioned in character creation, along with the standard two traits, all characters get a free pair of traits defining their heritage and guild affiliation. See Cutefinder/Guild Information for information on these traits.

Homebrew Material[edit]

New Classes[edit]

  • Kukaigun: A hybrid class combining the marksman's psionic capabilities and the gunslinger's skill at arms.
  • Reyvateil: A prestige class that fuses magic and music with technological advances from an alien world.

New Feats[edit]

Eldritch Boon[edit]

Prerequisites: Bloodline class feature, caster level 3rd

Benefit: If you have progressed in a prestige class, your caster level counts as your sorcerer or bloodrager level for qualifying for your next bloodline ability, but it still functions at your sorcerer or bloodrager level.

For example, a 7th level sorcerer with the fey bloodline and 4th level loremaster would gain access to Fleeting Glance, but could only use it for seven rounds per day. If they gained two more sorcerer levels and got Fleeting Glance normally, the feat would become dormant until their caster level was 15, at which point they'd gain Fey Magic.

Synchronity Chain (teamwork)[edit]

See here

New Monster Listings[edit]

  • Reyvateil, pure-blooded: A biological construct from a distant world that was created to utilise breakthroughs in sound science. There are vanishingly few left in existence, much less on Golarion.

Creature Subtype: Reyvateil[edit]

This subtype applies to pure-blooded reyvateils and descendants whose genes awakened to the call of the tower. For the latter, it is often gained through an outbreak of Tattoolist Disease. The reyvateil subtype is required for feats and prestige classes relating to the special properties of Song Magic.

New Technological Items[edit]

Power Suit[edit]

Price 48,600 gp; Slot armour, shield; Weight 20 lbs.; Capacity 30; Usage see text


While this upgrade to the standard jumpsuit looks like regular ballistic plates that fit over the chest and around the outer edges of the body, the power suit is a combination of numerous technologies. It is considered light armour with a +6 armour bonus to AC, a maximum dexterity bonus of +5, an armour check penalty of -2 and a spell failure chance of 35%. Additionally, it comes with a number of other features.

  • It is equipped with a heavy gyromount arm which can be brought to bear as needed, providing the same benefits the normal heavy weapon harness. In addition, it can attach to aircraft-grade weapons, connecting them to the suit's power and allowing the wearer to move at half their normal speed when over maximum encumbrance.
  • Built into each wrist is an improved hard light shield which draws off the suit's power. When one is activated, it grants a +4 shield bonus to AC and increases the spell failure chance by 10% when active. If both are activated at once, they merge together to increase the shield bonus to +6, as well as granting the option to instead use it for cover like a tower shield.
  • Finally, the power suit includes a versatile beam gun; when activated as a free action, it slides over the chosen hand, rendering that hand unusable for other tasks. It functions as an arc, laser, sonic or zero pistol as the wearer prefers -- switching between modes is a move action. As part of the suit, it cannot be disarmed or sundered.

This is the standard configuration. Variants might exist with other functionality.


Requirements Craft Technological Arms and Armour, military lab; Craft DC 30; Cost 24,300 gp

Rules Revisions[edit]

  • Gloomblind Bolts is available to non-fetchlings as a discoverable spell (see Third Party Content). (2015-08-28)
  • Natural weapons available in pairs (such as claw attacks) can both be used at once when making an attack as a standard action. (2016-03-11)
  • Spontaneous casters do not suffer a penalty to casting time when using metamagic feats with a natural level adjustment of 0 (e.g. Energy Substitution or Merciful Spell). (2016-03-11)
  • Virtually all errata from Pathfinder RPG Ultimate Equipment is not in effect for this campaign. (2016-09-09)

Third Party Content[edit]

Third party content, including that from Dungeons & Dragons editions 3.0 and 3.5, has to be checked and cleared by the GM before use, and is subject to modifications from how they are written. This space will be updated with authorised and/or altered content as it comes.

  • General: Owing to the Kukaigun, the sourcebooks Psionics Unleashed, Ultimate Psionics and Psionics Expanded: Advanced Psionics Guide are allowed for general use. Rules for Psionic Talents are a hybrid of Linked and Retroactive talents. (2015-06-23)
  • General: The sourcebook Path of War is allowed for general use. (2016-02-23)
  • Class: The Pugilist base class has been approved for use. (2016-04-15)
  • Class: The Spiderhawk magus archetype has been approved for use. (2016-01-14)
  • Class: The Time Thief base class has been approved for use. (2015-08-26)
  • Feat: Energy Substitution is freely available as a feat choice. The prerequisite of one other metamagic feat is waived. (2015-12-23)
  • Spells: Unless otherwise specified, approved third-party spells are available only through in-game discovery, whereupon they become innately known (preparable from memory or a bonus known spell). (2015-12-23)
  • Spell: Deathwings is approved as a discoverable spell. (2015-08-28) It qualifies as Channel Negative Energy for the purposes of feats and other prerequisites. (2016-05-24)
  • Spell: Skill Lore is approved as a discoverable spell. It only functions with skills that the caster is trained in. (2015-08-28)
  • Spell: Touch of History is approved as a discoverable spell. It is most commonly available to researchers of Guildhall Drakhan. (2015-08-28)
  • Spell: Wall of Darkness is approved as a discoverable spell. (2015-08-28)
  • Spell: Getaway has been modified for use by Fate Everywhere as 'Backstep', which instead of one minute casting time and components V, S, M requires one Mote per teleported creature 2016-06-01