Homebrew

Homebrew

Homebrew Spells
Homebrew Magical Items

Snakefolk Race

Aldt deity and religion

Magical Tokens are mechanically identical to potions, but have different spells that are common to them. They are generally small clay or glass disks with inctricate inlays that reveal their use. They are activated when a creature focuses on the token and breaks it as a move action. An example token might be a Prestidigitation or Detect Magic token.

Time Domain for divine casters.
Backtrack (Su): Whenever you and your allies roll for initiative, you can grant one ally within 30 feet the ability to roll twice and take either result. This decision is made before results are revealed. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Wait it Out (Su): At 8th level, you gain the ability to instantly recover from non-permanent harmful effects by temporarily aging yourself in a matter of moments. As a standard action, shift your effective age to the next step, and take all penalties related to age. Any non permanent conditions or effects immediately end, including beneficial spells.
You may do this multiple times, but cannot age past venerable. You return to your actual age 24 hours after the last time you used this ability.

Feats

Haft Strike Requirements: +3 BAB
You are hold your polearm far forward to let you hit foes close to you.
You may attack adjacent squares with the haft of your reach weapon by taking -2 AC until the start of your next round. This strike has a base damage of 1d4.

Improved Quickdraw Requirements: Quickdraw, Weapon Focus
Your speed in unsheathing your weapon is fast enough to react to any weakness in an opponent.
You can draw a weapon you have weapon focus in as part of an attack of opportunity. You can make attacks of opportunity with this melee weapon as long as it is on your person and would normally be able to be quickdrawn (not in a backpack).

Pikeman’s Training Requirements: +1 BAB
You can wield a two handed polearm in one hand as long as you have a light or heavy shield in the other. Treat the polearm as a one handed weapon for all feats, and abilities affected by handedness.

Polearm Dancer Requirements: +1 BAB, Weapon Finesse, Perform (Dance) 1 rank
Your motions with polearms are agile and graceful.
You can use weapon finesse to apply DEX modifier to attack instead of STR. Usable with any weapon from the polearm or spear weapon groups appropriately sized for you, even if they are not light weapons.

Modified Rules

Barbarian: If a barbarian is knocked unconscious, but not killed, while raging, or leaves a rage at low health, he cannot die from the loss of his raging health bonus, and is instead reduced to one above his negative constitution. Example: Bob is a barbarian that gains +30 health during a rage, and has 18 constitution normally. If he is at 1 hp when he stops raging, he loses his health bonus of 30. In normal pathfinder this would kill him, instead he is reduced to -17 and begins bleeding out. He has to make a bleeding out save to avoid bleeding to death next round. If failed, he loses 1 hp and dies as normal.
If Bob the barbarian is instead knocked unconscious by an enemy and reduced to -5 hp, this effect also happens, and his health is lowered to -17 by the loss of his rage.

Combat Manuevers only provoke attacks of opportunity if you fail to affect your foe with them. If the enemy is trained in the manuever and you are not, you provoke an attack of opportunity that is resolved before your manuever.

Improved Counterspell is a feat given to all full casters for free at level 1. (Sorcerer, Wizard, Cleric, Arcanist, etc)

Combat Expertise is no longer prerequisite for Improved Trip/Reposition/Steal/Dirty Trick/Feint/Disarm feats or their greater versions. Other feats may still require them.

Permanency can now be used with these spells: Obscure Object (7500g), Magic Aura (5000g)
This means that items can now be enchanted to be very difficult to find. These enchantments do not work on artifacts easily, and require complex rituals and custom research.

Races

Kobold race now has +2 Dex, +2 Int, -2 Str as racial modifiers.
Aasimar race now has +2 Wis, +2 Con, -2 Str as racial modifiers. Aasimar must take a feat at level 1 to use alternate racial heritages. Instead of resitance Acid/Cold/Electricity 5, they only gain one of their choice.
Tiefling race now only gains resistance 5 in one element (Fire, Electricity, Cold) instead of all three.
Lizardfolk race now has +2 Str, +2 Wis, -2 Int as racial modifiers.
Tengu race now has two related subraces, eagle tengu and owl tengu. Owl tengu replace gifted linguist with darkvision 60’. Eagle tengu lose gifted linguist, but perception penalties from distance are halved.