Pathfinder 2E - House Rules

May 30, 2026    m. May 30, 2026   

When playing with a host, certain DMs enforce house rules to make it less headache inducing or certain things that you discover over time, that you would like to use.

Here are the ones we will be using.

First session

Every session starts off at level 3 when I DM unless otherwise specified, so you can feel like an actual person already. This also means that there are certain items you have to buy, and how much you have.

You start your session with… WIP

Ephemeral points

Each session starts with 1 ephemeral point, and you get another ephemeral point in the halfway point of the session.

A ephemeral point allows you to add bonuses to your dice, if you fail a save, and you want to try and get out of it, you use your ephemeral point.

You have two options to change your roll with ephemeral points.

  1. If the roll is under 10, you gain a +8 to your roll.
  2. If the roll is 10 or above, you gain a +4 to your roll.

You will have to specify what type of dice you will be rolling, the attack, hit or save.

Hero points

Each character has 1 hero point at the start, and gains an extra per 10 levels.

You can gain a hero point when you do something the DM deems creative, epic, awesome, fun, etc.

Usage of hero points can be anything, but each action will have interesting, and seemingly impossible outcomes. This is at the discretion of the DM.

Attacks

When you use a hero point on an attack, you automatically crit, and deal maximum critical damage, your attack and damage dice will be maxed out, and any concealment will be foregone if available against the attackee.

Saves

You ignore anything that’s making you save, even in seemingly impossible ways, you manage to blow away an arrow, you scold at a spell and it cowers and moves aside. This is your moment, and you won’t have it taken from you.

Skills

Something requires your attention, you need to perceive something, or do an athletics check, your character is capable of things they didn’t know about, and overrides any limitations on even things like proficiency, a distance you need to jump but physically can’t? Seemingly you can now.

Item changes

Item DCs

All item DCs should scale with Class or Spell DC, whichever is higher.

A good example is Death Tusk Helm , by the time you are level 10, a DC 16 Will save is pathetic, so this will scale based on your Class or Spell DC.

Armor Runes

Energy Adaptive

Energy adaptive says that you need a reaction to change the protection against the energies that it provides protection for, only one can be active at a time.

In our case, this happens automatically unless specified and will not waste a reaction.

Grading of precious materials

We ignore all item grading, it is Cold Iron, not Cold Iron (Low-Grade), etc., whatever special material you buy, is fine.

We use the cheapest of the grading for all pricing.

This does not mean that there won’t be enemies that are especially vulnerable to precious metals. These effects will still happen. Just the grading and the cost of the precious materials is different.

Precious material arrows

Whatever the bulk cost is, is how much you have to pay for 10 arrows of the precious material.

Cold Iron (Low-Grade) for example, is +4 gp per Bulk, that is how much it costs for 10 arrows.

This is a test