Rules

  • Use the 15 point Standard Fantasy build to buy your character’s ability scores.  Use the accompanying chart to see how much each ability score costs.
  • A new character gets the maximum number of hit points for the 1st level of the character.  For every level after that, they get 1/2 the hit die, plus 1, plus all other modifiers.
  • All races and classes listed in the Pathfinder PRD are available.  Any options that are not listed in the Pathfinder PRD is not allowed.
  • A character’s alignment cannot be evil.
  • A character must choose a homeland.  The available homelands are listed under the “How do I submit adventures?” section – which are also all the areas that are listed in The Inner Sea World Guide.  Once chosen, it cannot be changed.  The character gains access to all languages that are listed for that homeland, and also gains 1 rank in all Knowledge (geography), Knowledge (history), Knowledge (local), and Knowledge (nobility) skills – but only for that homeland.
  • Players can start with a character that is higher than 1st level, but they must use an existing published NPC from anywhere inside the NPC Codex – without modifications.  The player does not have to adopt the given name, history, or disposition of the NPC, but they must assign a homeland and move the alignment away from any evil alignments.  The player can then progress the NPC forward in the future as their own character, if they wish.  In those cases, the character’s starting experience would be equal to the least amount of experience needed for that NPC to have attained that starting level.
  • Until access is granted for a character to buy equipment, goods, and services from other sources –  by way of earning that access on chronicle sheets – they are limited to only the equipment, goods, and services in the Core Rulebook.
  • Starting wealth for a character is the listed Average Wealth for your character’s class in the Equipment section of the Core Rulebook.
  • All items are bought at full price, and sold at half price.  Partial ammunition and items that do not have their maximum number of charges cannot be bought or sold.
  • Equipment, goods, and services that might have variable prices are always bought at the lowest possible price.
  • Traits are not used.
  • There is no retirement level for characters.
  • When there is a table in a rulebook that lists low/average/high, or slow/medium/fast, the middle average/medium column is always used.
  • There is no minimum or maximum table size of players.
  • Adventures can be played multiple times.
  • No player-on-player combat. If a player wants to include another player in their action, they must first have the permission of that player to do so.  Otherwise, the action automatically fails.
  • Any items found during an adventure may be used during the adventure, but will then disappear at the end of the adventure – as it will go into the overall amount of gold that the characters receive as reward.
  • Any conditions gained during the game, including death, can continue over multiple adventures, but they must be annotated and tracked until they reach their completion – based on the specific condition’s rules.