Pathfinder Campaign Rules
Character Creation
- Use 20 point buy for stats. You can lower up to 2 stats to 7 (before racials).
- Start at current level..
- Up to 2 traits are allowed. No more than one trait may be taken from each category (such as 1 combat trait and 1 faith trait). One drawback is also allowed, but if it pertains to a skill it must be one you have trained. No campaign traits, as they're specific to certain modules.
- If you submit a background within one week of playing the character you get a free bonus trait chosen by the DM.
- Any race up to 10 racial points is allowed (races without RP listed are 9 or 10 RP such as the default races). If you wish to use a race with particularly low RP, I may add some minor improvements to it. If you want to use a race from 3.5 or one with higher RP I may be able to adjust it to fit.
- New characters have 1/2 wealth by level gold. You may spend up to half of that on any one item.
- All characters gain automatic bonus progression based on their level.
- Please make a 10 minute background for your character:
- Write 5 background and concept elements that you feel are important to your vision of the character.
- List at least two goals for the character.
- List at least two secrets about your character. One is a secret the character knows, one is a secret that involves him but that he is not actually aware of yet.
- Describe at least three people that are tied to the character. Two of them are friendly to the character, one is hostile.
- Describe three memories, mannerisms, or quirks that your character has.
Character Advancement
- HP is max at first level, each level past that you get 3/4 of max. If this results in a fraction, you round up the first time, round down the second time, and continue in that fashion.
- Experience is awarded based on objectives completed. These objectives can be personal or based on the story, though the more significant the accomplishment the greater the rewards. Killing enemies does not give experience in itself, though doing so may be part of an objective. Roleplaying is also encouraged and has a small experience reward.
- All characters gain the same experience.
- Leveling occurs immediately upon reaching enough experience to level when out of combat.
- All characters gain 2 background skill points per level. In addition, Heal and Survival count as background skills.
- Each character gains six action points per level, the amount does not increase but each time you level if you have less than six you are reset to six.
- One flaw is allowed at level 2, but it must be Pathetic or Frail (-2 to a stat or -1 hp per level), the normal restriction on Pathetic don't apply. Taking a flaw grants you a bonus feat. You may gain a second flaw at level 10, it can be any flaw or a custom flaw, but it must add a meaningful downside to your character. (Vulnerable flaw applies -2 AC/CMD).
- When multiclassing, use fractional BAB and saves.
- Variant Multiclassing is allowed, and if you desire a VMC from a homebrew or other class not covered ask me.
- Any Pathfinder Prestige class is allowed, as are 3.5 ones with approval.
- Every level you are allowed to retrain one option for free.
Classes
In order to maintain a fun and balanced party classes of tier 1 and 2 are not allowed. These classes are so versatile and powerful that they can very easily dominate any game, even unintentionally. It is highly recommended that you pick a class of tier 3, and any role in the game can be found in a tier 3 class. In order to provide the most options I have included a number of homebrew classes that fill certain roles that might otherwise be lacking choices in tier 3. If there's a certain role or style of class you feel is lacking, talk to me and I can find a class or work with you to create a fun and interesting character. To learn more about tier lists see here.
For classes, this includes both Pathfinder and 3.5 tier 3 classes, as well as some homebrew ones. If you're not playing one of the homebrew classes hosted on this website then be sure to check the list of class changes as there are certain minor adjustments in effect. For Pathfinder classes, there are also 3rd party classes that I do not know very well, if you wish to play one of them (and believe it's roughly tier 3) talk to me and I'll check it out. The other important factor is archetypes. Archetypes are like alternate class features that every Pathfinder class has, overall these are very interesting and I highly encourage you to check them out and pick one if you like, but sometimes they change the tier. If an archetype is so strong it bumps a class up to tier 2 or higher, I'm going to ban it, but this is extremely rare so don't worry much when picking your class.
Sources
- Any Paizo, Dreamscarred Press, or Drop Dead Studios material is allowed, and most of it can be found on the d20PFSRD or the Spheres of Power Wiki.
- 3rd party Pathfinder material on the SRD is allowed with approval.
- Homebrew material is allowed, subject to approval. As homebrew material varies significantly in quality and power, I will be a bit more restrictive on what I allow.
- See here for material from Pathfinder Unchained that is allowed.
- Alternate rules, such as spell point systems, are not allowed. Note that this doesn't apply to archetypes or other alternate class/racial features.
- Custom magic items are allowed, in instances where you can combine two existing items of the same slot, and using the rules for combining these found in the Magic Item Compendium. As are variable caster level of spell completion and spell trigger items.
- 3.5 material is allowed in the following forms:
- Spells are not generally allowed unless they're on a fixed spell list for your class. The Pathfinder version of a spell supersedes any 3.5 spell, including spells that are very similar but not identical. Any spell that has an experience cost instead costs gold equal to five times the exp cost.
- Feats are allowed, but any Pathfinder version supersedes a 3.5 one. For example, Power Attack uses the Pathfinder version, but Leap Attack from 3.5 is ok, but still requires (and uses) the Pathfinder PA.
- Items are generally allowed, but Pathfinder versions take precedence.
- Skill tricks are allowed, and use the appropriate Pathfinder skill if it's different.
- Races, prestige classes, and other material may be allowed with appropriate updates to Pathfinder rules.
- In addition to the above, 3.5 material needs to be converted to Pathfinder in terms of skills, combat maneuvers, and some other effects. If you're uncertain just ask me.
Major Houserules
- Acrobatics now covers only Balance and Tumble, while a new skill called Athletics (Str) functions as a combined Jump, Climb, and Swim skill. If your class has Climb, Swim, Fly, or Acrobatics as a class skill it has Athletics as a class skill. Armor check penalty applies. Tiny or smaller creatures use Dex instead of Str for Athletics.
- Character's saves are based on the higher of their Wis or Cha for Will save, and the higher of Int or Dex for Reflex save. Fort save still uses Con, but you add half your Str modifier (rounded down) to your Fort save. If you add the same modifier twice to a save, such as from Divine Grace, you only gain half the benefit (rounded down) the second time, and no benefit for three or subsequent times.
- You gain a special pool of healing surges equal to 1+1/2 your hit dice per day. Once per encounter you can use one as a move action, and each use acts as if rolling your hit die plus any relevant bonuses. Every three levels, starting at third, you roll an additional hit die. For example, a level 5 character with 14 Con whose class has a d8 hit die can heal 2d8+2 up to three times per day. If the example character had Toughness, they would heal 2d8+3 instead. You can also trigger the once per encounter surge on an adjacent character with a DC 15 Heal check as a standard action.
- Healing surges can be used to heal 1d4+1 ability damage as a full round action for the cost of two surges, or 1 temporary negative level as a full round action at the cost of four surges. These uses are also once per encounter, but each are separate limits from the normal use.
- When you drop to negative hit points you die at negative Con score or negative 1/2 your HP, whichever is greater. You still go unconscious at -1 though. Diehard allows you to fight until negative 1/4 your hp or negative Con score, whichever is better. Effects that add to Fortitude saves to resist dying instead add to the amount of negative hit points you can have before dying.
- You can draw one item as part of a move action taken to move at least 10 feet, such as a potion or wand. Especially large items may not qualify (such as a body or suit of full plate).
- The DC to cast defensively is now 13+(spell level)*3, or 13+(CL/2)*3 for Spherecasters. When you fail the check, it now provokes an attack of opportunity, but does not cause the spell to automatically fail unless the attack hits you.
- Feats that have a certain number of fighter levels as a prerequisite instead require a BAB equal to the number of levels.
- Combat maneuvers, such as trip or grapple, no longer provoke opportunity attacks if you do not have the required feat. The combat maneuver feats (such as Improved Trip) are now one feat merged with their Greater versions. So Improved Trip and Greater Trip are one feat, but you don't gain the Greater Trip benefits until you meet the prerequisites.
- Diagonal movement costs the same as other movement, rather than alternating 5ft and 10ft.
- Spells and effects that ignore spell resistance instead grant a +2 bonus on checks to defeat spell resistance. Supernatural abilities are not affected. Dispelling effects and spells that create effects like walls, darkness, fog, and similar indirect effects are still not subject to SR.
Minor Houserules
- Diplomacy has a scaling effect based on success rather than flat DC based attitude changes. No bargaining rules.
- Feats that require Point Blank Shot as a prerequisite instead require Precise Shot, and Precise Shot has no prerequisite itself.
- You can retrain weapon specific feats (such as weapon focus) by training with a weapon for 24 hours.
- Teleport works differently, you use it to mark one location and can teleport back there with the spell. Greater Teleport allows a number of marks equal to your caster level. You must be able to cast teleport as a spell or spell completion to mark a location. You can teleport to an unmarked location within line of sight, to a maximum range of 1 mile.
- Wind Walk and Shadow Walk last 1 minute per level. Similar spells are also affected.
- Spellcraft is used to identify auras, spell effects in place, or identify a spell that just targeted you.
- Glibness gives +15 bluff.
- Cleaving Finish and related feats do not require Cleave and related feats.
- The Amulet of Mighty Fists costs as much as a normal weapon of the same bonus would, but no longer stacks with any item that adds enhancement bonus or weapon special abilities to unarmed or natural attacks.
- The spell Keep Watch now prevents you from moving more than 30 feet from where you cast it, and prevents taking activity other than being observant or small amounts of conversation. The effect breaks on casting spells, crafting, leaving the area, taking damage, and the like.
- When using an action point to apply a metamagic effect or similar effect for free, it instead lowers the spell adjustment of the metamagic feat by a maximum of 4 (or power point cost of 6).
- Mind Blank, Barred Mind, and similar effects now grant a +4 untyped bonus to Will saves versus mind-affecting effects and divination spells, and if the effect would normally not allow a save then you are allowed one at the normal DC with the +4 bonus. They no longer provide immunity to divination effects.
- Flight works as 3.5, based on maneuverability. There is no Fly skill, but certain effects that require Fly checks (like weather effects) use Athletics instead. Flying creatures can be tripped.
- Pearls of Power function for spontaneous casters, allowing them to recover an expended spell slot.
- Feats, items, and potentially other effects that can apply to bows (such as Manyshot or Bracers of Archery) can be applied to crossbows and thrown weapons as well.
- You can use the skill Spellcraft to identify Spell-Like Abilities, suppresed Psionics, Psychic Magic and other magic without obvious components though you take a -5 penalty to your Spellcraft check and must be aware of the caster or the effect.
- Using an Action Point to gain a feat can be done at any time, even if it's not your turn, but it still only lasts until the start of your next turn. You may also use an Action Point to add a d6 to a roll after knowing the result of the roll.
- Non-magical clothing you're wearing does not count against carrying capacity within reason.
- Psychic Reformation can no longer retrain crafting feats, AP feats, or feats that have permanent effects.
- Tome of Battle Conversion
- Path of War errata.
- Pagent of the Peacock bardic masterpiece only applies to Knowledge checks.
- Belt of Battle can only grant move actions.
Ban List
- Disjunction, Blood Money, Heroic Fortune and Mass Heroic Fortune, the Splitting property.
- Icantrix, Ur-Priest, Shadowcraft Mage, and Psiologist prestige classes.
- Leadership and related feats, Craft Contingent Spell, Initiate of Mystra, Sacred Geometry, Arithmancy, Craven. Dazing Power/Spell, Practiced Initiator, Clustered Shots, Second Chance, Lessons of Faith.
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