Pathfinder Core Book
Advanced Player’s Guide
Advanced Class Guide
Inner Sea Gods
Pathfinder Technology Guide
Path of War (3pp, Dreamscarred Press)
Melee Tactics Toolbox
Ranged Tactics Toolbox
In addition, I will allow the following options from other books:
Advanced Race Guide:
Any of the “Featured Races” are allowed for PCs.
Unchained version of poison and diseases (diseases and poisons will be deadly, keep antitoxin and antiplague around, and heal skill will be vital!)
Fractional base attack bonus
Will be using downtime rules. Players are assumed to have a job or profession, adventuring is a hobby and not a primary means of making a living.
Anything not in the above list is assumed to be disallowed unless cleared with me first on an individual basis (i.e., just because I allow one thing out of a splatbook doesn’t mean I allow all of the things in the same splatbook)
General house rules:
Saving throw: Saving Throws have been revised. The following replaces the existing save bonuses.
- Everyone has a base saving through equal 1/2 of character level, rounded down.
- In saves that were previously good saves, you get a +2 class bonus to the save. As a named bonus, this doesn’t stack with other class bonuses.
- Prestige Classes give a +1 prestige bonus to their good saves, which does not stack with other prestige bonuses.
Individual class rules:
- Fighters, Barbarians, Paladins and Monks have all good saves
- I will allow Unchained Monks to take standard archetypes on an individual basis (please ask first). Although some may need some fine tuning, typically I will allow you to give up a ki power choice at the level in question and disallow selecting the ki power you have given up.
- Clerics and Druids may only have 1 spell per spell level that is not in the Core Rulebook. Shamans may have one spell per level not in the Core book or Advanced Class Guide (the D20 srd has helpfully marked which spell comes from what source)
- Paladins may pick one creature type to smite in addition to undead and dragons as alignment has been done away with.
- If you are playing a skald, bloodrager, or anything with a rage power it will be re-written to closer resemble the Unchained Barbarian when I get around to it.
- Kineticist from Occult adventures has extensive house rulings. Kineticist
- All classes with full base attack bonus and no maneuvers gets Martial Training I at level 3, and gets the improved versions at 5, 7, 9, 11, and 13, also as bonus feats. If the character has an archetype that grants a martial progression this does not apply.
- In general, I disregard the FAQ rulings.
- If I feel a player is acting in a disruptive fashion I will ask him to leave. If someone says “that’s what my character would do” after doing something needlessly disruptive I tend to hear that as “My fun is more important than everyone else’s; furthermore I literally can’t stop sucking dick”.
- If Leadership is taken, you may only take your cohort if there are fewer than 5 people at the table.
- At no time can the total of player characters plus cohorts be more than 5. If there are 6 players and you want to invite someone you have to convince another player to sit out. This does not include phantoms, eidolons, animal companions, charmed/dominated allies or created undead.
- Firearms are simple weapons, and early firearms, advanced guns, and their ammunition are bought or crafted for 10% of the cost listed. The Gunslinger loses the gunsmith class feature and instead gains the gun training class feature at 1st level.
- No player alignments; alignment subtypes still exist.
- Clerics gain the alignment auras of their deity.
- Smite alignment still works against anything with either the alignment subtype or the proper “Aura of _____” class ability.
- Protection from ______ spells work against all foes regardless of alignment, as do Magic Circle against _________.
- Blasphemy/Holy Word/Word of Chaos/Dictum treat all targets as if they were NN unless they have an alignment subtype or aura of some sort.
- Holy Smite/Unholy Blight/Order’s Wrath/Chaos Hammer always do the full 1d8 per two levels to all targets, with the full 1d6 per level to outsiders with the proper alignment subtype.
- Any class with a code of conduct retains it after removing all references to alignment (A paladin would not hang out with someone who is obviously evil but no one who isn’t an evil outsider wouldn’t ping on her evildar). Paladins of specific faiths follow the paladin codes in Inner Sea Gods if given. Not all gods have paladins or antipaladins.
- In general, your characters are moving to this city to stay as long-term residents. No cartoonish characters. Making a villainous character that wants to lie cheat and steal his way to the top is fine. Making a character who wants to blot out to the sun with his undead bee swarms is not.
- There are three major factions. Humanoid, Beastkin, and Undead.
- Creating undead is looked upon dimly by most people, creating intelligent free willed undead is highly illegal in all humanoid and beastkin settlements.
- Of the standard and featured races, Catfolk, Ratfolk, Kobolds, Tengu and Orcs are considered beastkin. “Half-Orcs” can be half human and half any beastkin (orcs themselves are the classic pig-men of 1E.). Many humanoids dislike beastkin, but generally if undead are around any rivalry is forgotten.
- A few undead intelligences survived the Necromantic wars; these tend to hide in the irradiated ruins of the Eldar wars thousands of years ago. Most are bound with treaties designed to prevent the undead from gaining power ever again.
- Wizardry that revolves around the 5 elemental schools (water, earth, fire, wood, metal) is called “Jotun school magic”. The four elemental system (wind, water, fire, earth, plus void) is called “Old Hosterian Magic”. Magic taught by the 8 schools is called New Hosterian Magic, and their practitioners tend to look down on the previous two magic systems.
The Material Plane is where all your stuff is. At the very center is the Positive Energy Plane where all life draws their vitality.
The Astral is the realm of the mind. Any inahbitated planet also intrudes upon the astral. Dead souls at peace travel through the astral plane to the Boneyard, from there no one knows. Teleportation magic and astral drives travel to other planetary echos very quickly.
The Ethereal is the realm of the transient. It touches on the four elemental planes in the near ethereal, then touches the Shadow plane through the deep ethereal. Deep in the Shadow plane is the Negative energy plane, where Undead draw their power.
Prominent inhabited planets/systems:
Yuggoth: An ice giant in the Red Star’s l3 lagrange point. A relatively new arrival, an extremely advanced species built a massive hydrogen torch suspended in its atmosphere and programmed it to fly to the system after their star left the Main Sequence. It brought along one inhabited moon. Although still advanced, the inhabitants are not what they once were having fought of many incursiions during their long exodus across the void.
Baatorian Empire: One of the more prominent multi-system entities. Baatoria is an autocratic empire with a strict caste system. Although theoretically the castes are non-hereditary with possibiilty for advancement typically only one of the native species of Baator Prime has the lifespan and the intellect to rise far past the Nupperibo (slave) caste. Baator Prime itself is the closest planet to the red giant (insert creepy name here), and as a result most of the planet’s atmosphere has been blasted off, causing most of the population to seek shelter underground. Native Baatorians themselves are immune to heat as well as toxic gases from being exposed to their sun and to the sulfur vents vital for their ecosystem, as well as being remarkably resistant to cold and caustic chemicals due to the sharp temperture change after night falls and the fact that their water is tainted with sulfurous and sulfuric acid to a degree that would be fatal to most other beings. Although most are gifted with telepathy many speak Infernal as an informal trade speech to outsiders, with increasingly baroque ceremonial languages amongst the upper castes.
The Tanar’ric Hegemony: