House Rules
The Following are some house rules we used either to amplify the theme of each age, or to address a design issue we found when building a game for pathfinder. We recommend using these for your game as well, however as always check for specific rulings from your GM.
Homebrew Rule Systems
-Limited Crits: 20's are treated as 30's and 1's are treated as -9's.
-Wise Assistance: Wis Mod= Assist Bonus (Max Bonus= lvl/2). For example, a Character with 16 wisdom can use the aid another action to give another player a +3 bonus, but characters with 11 Wis give +0 when using the aid another.
-Improvised Maneuvers: Characters that attempt a combat manuever only incur an attack of oportunity after (and if) they fail the check.
successfully attempting a maneuver does not incur an attack of oportunity. Gaining the improved feat for a maneuver means you do not incur an attack of opportunity even if you fail.
Feat Adjustments
-Exceptional Aid: Instead becomes a +2 to your aid bonus (cannot exceed the level cap on Wisdom assist)
-Weapon Focus/Specialization: Instead of choosing a singular weapon to apply the effects of these feats to, select instead a weapon group (as detailed with the Fighter class) to apply them to.
-Vital Strike: Multiplier Scales with BaB, so you don't need to take Improved or Greater Vital Strike
-Lady Luck’s Guidance: Additional prerequisite: Worship Astrieil
-Cosmic Gate: Knowledge Planes requirement increased to 14 ranks
Spell Adjustments
-Dimension Door, Teleport & Greater Teleport all have +2 spell lvl modifier (ex Teleport is a lvl 7 spell now)
-Node of blasting: Can only be maintained on a number of objects equal to your caster level
Item Adjustments
-Cape of Feinting: The dazing component may only be used 3/day and requires the spending of a panache point each time.
-Boots of the Earth: These boots only heal HP lost while they are worn (like a ring of regeneration) and only to a cap of 50% of your max health.
-All Staves: Pfsrd Staves do not exist, they are enirely replaced by the new Pherum Staves ruleset.
Era Specific Rules
Age of Stone
Races: All Except Half-Elves, Half-Orcs, & Half-Giants
The language Common doesn't exist yet, so no race starts with, nor can acquire common
Classes: All Except Arcane, Divine, or Occult Classes (You cannot choose Rage Powers, Rogue Talents, Ninja Tricks, ext. that grant a character a Spell-Like Ability)
Items: No Magic Items, No Tech items, No Items made from Steel or Glass
Weapons: Only Stone Age Weapons, Bronze Age Weapons, Club, Quarterstaff, Sling, Bronze or Bone Spear & Shortspear, Unarmed, and Natural Weapons
Armor: Only Allowed Padded Armor; Tunic, Reinforced; Leather Armor; Hide Shirt; Wooden Armor, Hide Armor; Light Wooden Shield
Age of Legends
Class: All Except Divine Casters & Occult Classes
Items: No Tech Items, Only Magic Items that can be crafted with a spell on a Arcane Caster Spell list
Weapons: No Firearms
Age of Tech
Race: All Pherum Standard Except Elves
Class: All Classes Except Arcane or Divine Casters (Except Alchemists)
Items: No Magic Items (GM may want to create Technology Item to mimic the effects of certain magic items)
Skills: Lore Electronics is a standard Knowledge, Feats, Items or Abilities that can improve Knowledge Engineering, may improve Lore Electronics instead. The decision is made at the time of acquisition (the decision cannot be switched or remade). Abilities that improve all Knowledge checks (such as Bardic Performance) also improve Lore Electronics
Age of Faith
Race: All Standard Pherum Races allowed
Class: All Classes are allowed
Items: All Standard Items, No Tech items, Only Magic Items that can be crafted with a spell on a Divine Caster Spell list (not Arcane Domain Spells). If you are an arcane caster you can craft your own Magic items as normal.
Weapons: No Firearms