The following optional/variant/house rules are in play, and didn't seem to fit on any other page:

Also see the Faq and Errata page


Combat Maneuvers (APG320-322). Four new combat maneuvers, used as written.

Hero Points (APG322-325), used as written. Replaced by Plot Points.

Traits (APG326-333, and in several other books), used as appropriate to the character.

Alternate Favored Class (CRB, APG, ARG)

Alternate Class (APG, UC, UM) Except Anti-paladin.

Alternate Class Features (CRB, APG)

Alternate Racial Rules (ARG)

Five Second Rule (GMG). Please prepare for your turn. After you've had a short time to think about what to do/look things up, I'll start to slowly count to five. Once I reach five, your character just chose Delay. When you're ready to act, tell me.

Plan and Combine Dice Rolls (GMG). Unless it's an epic, once-in-a-lifetime, fate-of-the-world-deciding roll, roll all your miss chances and attacks at once (we all have lots of dice...), preferably rolling your damage at the same time too (all dice of the same color help.)

House rules:

Stealth Ruling: Check: Your Stealth check is opposed by the Perception check of anyone who might notice you (use the range penalty of the *closest* you come to the one currently rolling Perception.) If your check succeeds, you go unnoticed to that creature until after you make an attack or take a violent action, or until you end your turn within that creature's line of sight without cover or concealment. You can move up to half your normal speed and use Stealth at no penalty. When moving at a speed greater than half but less than your normal speed, you take a –5 penalty. It's impossible to use Stealth while running, or charging, or as part of an attack or other violent action.

Stealthy Invisibility Nerf. Invisibility and Invisibility based effects no longer provide a +20 bonus on Stealth checks. The spell is otherwise unchanged. (I.e. the dc to detect an invisible creature is generally 20. If the creature is using Stealth, the DC is 20+the Stealth check result.)

Re-rolling Levels. Each level, reroll your hitpoints, taking the new value if and only if it's higher than your previous value. (e.g. A level 4 fighter with con 10 has 32 HP, as he becomes level 5, he rolls 4 + 2+ 2+ 4 + 10 = 22, he keeps his old value. At 6th level he rolls 5 + 9 + 4 + 10 + 8 + 8 = 44, so he now has 44 hit points.) The point of this is that if you've rolled badly on previous levels, this won't hinder you forever.

Nerf You Later. If I decide something is bad for the game (overpowered, underpowered, whatever) I may change the rules for it (most likely by simply disallowing it.) If your character has taken that option, you may replace it. (If your entire character hinges upon that option I might allow a complete rebuild.)

No Hordeing (sic). No more than one 'combat pet' per character in any given fight, no more than one currently active summoning spell per character. Also, you can only use 'combat pets' and summon creatures for which you have a concise, printed stat block available (i.e. choose your monster on the Summon Monster page and print it out. Before the combat starts...)

Friendly Maneuvers. It is legal to deliberately fail to resist an ally's Combat Maneuevers (i.e. lower your CMD by STR bonus + DEX bonus + BAB + Dodge bonus, usually to 10.) E.g. fail to resist when an ally uses Trip on you and yells 'Get down!' in order to avoid incoming missiles (e.g. standard action during surprise round to trip, free action for ally to fall prone), or an ally uses Drag or Reposition to move you out of combat, or let an ally grab a spare weapon using Steal . I.e. Combat Maneuvers can be used to handle many borderline cases in combat.

Archers & Arrows

A character can carry one 'combat-ready' quiver, two if he doesn't wear a backpack (or wears a masterwork backpack, which I assume has an attachment point for a quiver.) A quiver contains 20 arrows.

Any additional quivers worn (and not in a backpack etc) are not considered ready to use in combat, thus it takes a move action to get an arrow from one, and a swift action to fit it and draw the bow.

Replacing a quiver takes (without magic) one move action to get from a carefully stowed backpack and one swift action to either uncap and attach to belt OR to uncap and stab into soft ground (where it's considered ready to use as long as the character doesn't move.) It's a free action to simply drop the quiver to the ground once it's taken from the backpack (and not have it considered combat ready.)

For crossbows use the same rules, but a quiver holds 10 bolts.

Repeating crossbows do not use these rules.